### 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)

if (i < s) {
						gui[j] = r[i] ? 1 : 0;
						gui[j + 1] = r[i + 1] ? 1 : 0;
						gui[j + 2] = r[i + 2] ? 1 : 0;
					} else {
						gui[j] = 0;
						gui[j + 1] = 0;
						gui[j + 2] = 0;
					}
					gui[j + 3] = 0; 
				}
			} else {
				uint32_t v = value;
				gui[0] = (v & 1) ? 1 : 0;
				gui[1] = (v & 2) ? 1 : 0;
				gui[2] = (v & 4) ? 1 : 0;
			}
		} break;
		case ShaderLanguage::TYPE_BVEC4: {
			uint32_t *gui = (uint32_t *)data;
			if (p_array_size > 0) {
				const PackedInt32Array &ba = value;
				int s = ba.size();
				const int *r = ba.ptr();
				int count = 4 * p_array_size;
				for (int i = 0; i < count; i += 4) {
					if (i < s) {
						gui[i] = r[i] ? 1 : 0;
						gui[i + 1] = r[i + 1] ? 1 : 0;
						gui[i + 2] = r[i + 2] ? 1 : 0;