### 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
}
}
							constarg_idx++;
						}
					}
					
					int outarg_idx = 0;
					while (builtin_func_out_args[outarg_idx].name) {
						if (String(name) == builtin_func_out_args[outarg_idx].name) {
							for (int arg = 0; arg < BuiltinFuncOutArgs::MAX_ARGS; arg++) {
								int arg_idx = builtin_func_out_args[outarg_idx].arguments[arg];
								if (arg_idx == -1) {
									break;
								}
								if (arg_idx < argcount) {
									if (p_func->arguments[arg_idx + 1]->type != Node::NODE_TYPE_VARIABLE && p_func->arguments[arg_idx + 1]->type != Node::NODE_TYPE_MEMBER && p_func->arguments[arg_idx + 1]->type != Node::NODE_TYPE_ARRAY) {
										_set_error(vformat(RTR("Argument %d of function '%s' is not a variable, array, or member."), arg_idx + 1, String(name)));
										return false;
									}
									if (p_func->arguments[arg_idx + 1]->type == Node::NODE_TYPE_ARRAY) {
										ArrayNode *mn = static_cast<ArrayNode *>(p_func->arguments[arg_idx + 1]);
										if (mn->is_const) {
											fail = true;
										}
									} else if (p_func->arguments[arg_idx + 1]->type == Node::NODE_TYPE_MEMBER) {
										MemberNode *mn = static_cast<MemberNode *>(p_func->arguments[arg_idx + 1]);
										if (mn->basetype_const) {
											fail = true;
										}
									} else { 
										VariableNode *vn = static_cast<VariableNode *>(p_func->arguments[arg_idx + 1]);