### 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
}
current_uniform_filter = new_filter;
								}
							}
							if (new_repeat != REPEAT_DEFAULT) {
								if (uniform.repeat != REPEAT_DEFAULT) {
									if (uniform.repeat == new_repeat) {
										_set_error(vformat(RTR("Duplicated repeat mode: '%s'."), get_texture_repeat_name(new_repeat)));
									} else {
										_set_error(vformat(RTR("Redefinition of repeat mode: '%s'. The repeat mode has already been set to '%s'."), get_texture_repeat_name(new_repeat), get_texture_repeat_name(uniform.repeat)));
									}
									return ERR_PARSE_ERROR;
								} else {
									uniform.repeat = new_repeat;
									current_uniform_repeat = new_repeat;
								}
							}
							tk = _get_token();
						} while (tk.type == TK_COMMA);
					}
					if (uniform_scope == ShaderNode::Uniform::SCOPE_INSTANCE) {
						if (custom_instance_index >= 0) {
							uniform.instance_index = custom_instance_index;
						} else {
							uniform.instance_index = instance_index++;
							if (instance_index > MAX_INSTANCE_UNIFORM_INDICES) {
								_set_error(vformat(RTR("Too many '%s' uniforms in shader, maximum supported is %d."), "instance", MAX_INSTANCE_UNIFORM_INDICES));
								return ERR_PARSE_ERROR;
							}
						}
					}