### 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)

completion_base_array = uniform.array_size > 0;
						
						do {
							tk = _get_token();
							completion_line = tk.line;
							if (!is_token_hint(tk.type)) {
								_set_error(RTR("Expected valid type hint after ':'."));
								return ERR_PARSE_ERROR;
							}
							if (uniform.array_size > 0) {
								if (tk.type != TK_HINT_SOURCE_COLOR) {
									_set_error(RTR("This hint is not supported for uniform arrays."));
									return ERR_PARSE_ERROR;
								}
							}
							ShaderNode::Uniform::Hint new_hint = ShaderNode::Uniform::HINT_NONE;
							TextureFilter new_filter = FILTER_DEFAULT;
							TextureRepeat new_repeat = REPEAT_DEFAULT;
							switch (tk.type) {
								case TK_HINT_SOURCE_COLOR: {
									if (type != TYPE_VEC3 && type != TYPE_VEC4 && !is_sampler_type(type)) {
										_set_error(vformat(RTR("Source color hint is for '%s', '%s' or sampler types only."), "vec3", "vec4"));
										return ERR_PARSE_ERROR;
									}
									if (is_sampler_type(type)) {
										if (uniform.use_color) {
											_set_error(vformat(RTR("Duplicated hint: '%s'."), "source_color"));
											return ERR_PARSE_ERROR;
										}
										uniform.use_color = true;