### 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
}
calltip += " ";
						}
						if (j == completion_argument) {
							calltip += char32_t(0xFFFF);
						}
						if (shader->functions[i].function->arguments[j].is_const) {
							calltip += "const ";
						}
						if (shader->functions[i].function->arguments[j].qualifier != ArgumentQualifier::ARGUMENT_QUALIFIER_IN) {
							if (shader->functions[i].function->arguments[j].qualifier == ArgumentQualifier::ARGUMENT_QUALIFIER_OUT) {
								calltip += "out ";
							} else { 
								calltip += "inout ";
							}
						}
						calltip += get_datatype_name(shader->functions[i].function->arguments[j].type);
						calltip += " ";
						calltip += shader->functions[i].function->arguments[j].name;
						if (shader->functions[i].function->arguments[j].array_size > 0) {
							calltip += "[";
							calltip += itos(shader->functions[i].function->arguments[j].array_size);
							calltip += "]";
						}
						if (j == completion_argument) {
							calltip += char32_t(0xFFFF);
						}
					}
					if (shader->functions[i].function->arguments.size()) {
						calltip += " ";
					}