### 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
}
ret_type = TYPE_IVEC4;
			} else if (na == TYPE_UINT && nb == TYPE_UINT) {
				valid = true;
				ret_type = TYPE_UINT;
			} else if (na == TYPE_UVEC2 && nb == TYPE_UINT) {
				valid = true;
				ret_type = TYPE_UVEC2;
			} else if (na == TYPE_UVEC3 && nb == TYPE_UINT) {
				valid = true;
				ret_type = TYPE_UVEC3;
			} else if (na == TYPE_UVEC4 && nb == TYPE_UINT) {
				valid = true;
				ret_type = TYPE_UVEC4;
			} else if (na == TYPE_UVEC2 && nb == TYPE_UVEC2) {
				valid = true;
				ret_type = TYPE_UVEC2;
			} else if (na == TYPE_UVEC3 && nb == TYPE_UVEC3) {
				valid = true;
				ret_type = TYPE_UVEC3;
			} else if (na == TYPE_UVEC4 && nb == TYPE_UVEC4) {
				valid = true;
				ret_type = TYPE_UVEC4;
			}
		} break;
		case OP_ASSIGN: {
			int sa = 0;
			int sb = 0;
			if (!p_op->arguments[0]->is_indexed()) {
				sa = p_op->arguments[0]->get_array_size();
			}