### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

GNU/Linux, GLES3 & Vulkan, Intel UHD 770

### Issue description

When passing arrays of color objects to the shader, the shader program cannot get the values, even when converted to vector arrays.

And source_color hint does not convert colors correctly when passed through an array.

```
var colors := [
	Color.hex(0x0088ffff),
	Color.hex(0xff000088),
	Color.hex(0x00ff0000),
	Color.hex(0x0000ffff),
]
func _ready() -> void:
	var shader: ShaderMaterial = mesh.material
	shader.set_shader_parameter("vec4_no_hint", colors)
	shader.set_shader_parameter("vec4_hint", colors)
	shader.set_shader_parameter("vec3_no_hint", colors)
	shader.set_shader_parameter("vec3_hint", colors)
	var cvt_colors = colors.map(func (c): return Vector4(c.r, c.g, c.b, c.a))
	shader.set_shader_parameter("cvt_vec4_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec4_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_hint", cvt_colors)
```

Result With GLES3:
![图片](https://user-images.githubusercontent.com/20413045/232321140-3118a776-e76e-4e73-954f-c7b4f155d1ec.png)

Result With Vulkan:
![图片](https://user-images.githubusercontent.com/20413045/232321207-d52cb2e5-c644-40a8-89ee-71da8b58e408.png)


### Steps to reproduce

Open the sample project attached, open the test scene, switch to the 3D tab, you will see it.

### Minimal reproduction project

[test-color-uniform-array.tar.gz](https://github.com/godotengine/godot/files/11242561/test-color-uniform-array.tar.gz)

String var = variable_name->get_text().strip_edges();
	if (var.is_empty() || !var.is_valid_identifier()) {
		EditorNode::get_singleton()->show_warning(TTR("Please specify a valid shader uniform identifier name."));
		return;
	}
	if (RenderingServer::get_singleton()->global_shader_parameter_get(var).get_type() != Variant::NIL) {
		EditorNode::get_singleton()->show_warning(vformat(TTR("Global shader parameter '%s' already exists'"), var));
		return;
	}
	List<String> keywords;
	ShaderLanguage::get_keyword_list(&keywords);
	if (keywords.find(var) != nullptr || var == "script") {
		EditorNode::get_singleton()->show_warning(vformat(TTR("Name '%s' is a reserved shader language keyword."), var));
		return;
	}
	EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
	Variant value = create_var(RS::GlobalShaderParameterType(variable_type->get_selected()));
	undo_redo->create_action(TTR("Add Shader Global Parameter"));
	undo_redo->add_do_method(RS::get_singleton(), "global_shader_parameter_add", var, RS::GlobalShaderParameterType(variable_type->get_selected()), value);
	undo_redo->add_undo_method(RS::get_singleton(), "global_shader_parameter_remove", var);
	Dictionary gv;
	gv["type"] = global_var_type_names[variable_type->get_selected()];
	gv["value"] = value;
	undo_redo->add_do_property(ProjectSettings::get_singleton(), "shader_globals/" + var, gv);
	undo_redo->add_undo_property(ProjectSettings::get_singleton(), "shader_globals/" + var, Variant());
	undo_redo->add_do_method(this, "_changed");
	undo_redo->add_undo_method(this, "_changed");
	undo_redo->commit_action();
}
void ShaderGlobalsEditor::_variable_deleted(const String &p_variable) {