### Godot version

4.0.3

### System information

Windows10

### Issue description

sky shader accepts uniform vec3, vec4, vec3 array, but not vec4 array

### Steps to reproduce

simply pass Vector4 to uniform vec4[] from gdscript

### Minimal reproduction project

gdscript

sky_material.set_shader_parameter("v3",Vector3(1,0.8,0.5)) - v
sky_material.set_shader_parameter("v4",Vector4(1,0.8,0.5,0.2)) - v
sky_material.set_shader_parameter("v3a",[Vector3(1,0.8,0.5)]) - v
sky_material.set_shader_parameter("v4a",[Vector4(1,0.8,0.5,0.2)]) - x

sky gdshader

uniform vec3 v3;
uniform vec4 v4;
uniform vec3 v3a[1];
uniform vec4 v4a[1];

void sky(){
    COLOR.r = v4a[0].w
}
}
			} else {
				if (flags[FLAG_UV1_USE_TRIPLANAR]) {
					code += "	AO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_triplanar_pos),ao_texture_channel);\n";
				} else {
					code += "	AO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n";
				}
			}
		} else {
			code += "	AO = orm_tex.r;\n";
		}
		code += "	AO_LIGHT_AFFECT = ao_light_affect;\n";
	}
	if (features[FEATURE_SUBSURFACE_SCATTERING]) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	float sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_triplanar_pos).r;\n";
		} else {
			code += "	float sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n";
		}
		code += "	SSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n";
	}
	if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance,uv1_power_normal,uv1_triplanar_pos);\n";
		} else {
			code += "	vec4 trans_color_tex = texture(texture_subsurface_transmittance,base_uv);\n";
		}
		code += "	SSS_TRANSMITTANCE_COLOR=transmittance_color*trans_color_tex;\n";
		code += "	SSS_TRANSMITTANCE_DEPTH=transmittance_depth;\n";
		code += "	SSS_TRANSMITTANCE_BOOST=transmittance_boost;\n";