### 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
}
}
				if (!is_uniform && interpolation != INTERPOLATION_DEFAULT && type < TYPE_INT) {
					_set_error(vformat(RTR("Interpolation modifier '%s' cannot be used with boolean types."), get_interpolation_name(interpolation)));
					return ERR_PARSE_ERROR;
				}
				if (!is_uniform && type > TYPE_MAT4) {
					_set_error(RTR("Invalid data type for varying."));
					return ERR_PARSE_ERROR;
				}
#ifdef DEBUG_ENABLED
				keyword_completion_context = CF_UNSPECIFIED;
#endif 
				tk = _get_token();
				if (tk.type != TK_IDENTIFIER && tk.type != TK_BRACKET_OPEN) {
					_set_error(RTR("Expected an identifier or '['."));
					return ERR_PARSE_ERROR;
				}
				if (tk.type == TK_BRACKET_OPEN) {
					Error error = _parse_array_size(nullptr, constants, true, nullptr, &array_size, nullptr);
					if (error != OK) {
						return error;
					}
					tk = _get_token();
				}
				if (tk.type != TK_IDENTIFIER) {
					_set_error(RTR("Expected an identifier."));
					return ERR_PARSE_ERROR;
				}
				prev_pos = _get_tkpos();
				name = tk.text;