### 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
}
bool struct_dt = false;
					DataPrecision precision = PRECISION_DEFAULT;
					if (tk.type == TK_STRUCT) {
						_set_error(RTR("Nested structs are not allowed."));
						return ERR_PARSE_ERROR;
					}
					if (is_token_precision(tk.type)) {
						precision = get_token_precision(tk.type);
						tk = _get_token();
#ifdef DEBUG_ENABLED
						keyword_completion_context ^= CF_PRECISION_MODIFIER;
#endif 
					}
					if (shader->structs.has(tk.text)) {
						struct_name = tk.text;
#ifdef DEBUG_ENABLED
						if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_STRUCT_FLAG) && used_structs.has(struct_name)) {
							used_structs[struct_name].used = true;
						}
#endif 
						struct_dt = true;
					}
					if (!is_token_datatype(tk.type) && !struct_dt) {
						_set_error(RTR("Expected data type."));
						return ERR_PARSE_ERROR;
					} else {
						type = struct_dt ? TYPE_STRUCT : get_token_datatype(tk.type);
						if (precision != PRECISION_DEFAULT && _validate_precision(type, precision) != OK) {
							return ERR_PARSE_ERROR;
						}