### 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
}
case ShaderLanguage::TYPE_SAMPLER3D: {
					rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
				} break;
				case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
				case ShaderLanguage::TYPE_USAMPLER2DARRAY:
				case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
					rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
				} break;
				default: {
				}
			}
#ifdef TOOLS_ENABLED
			if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
				roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
			}
#endif
			if (uniform_array_size > 0) {
				for (int j = 0; j < uniform_array_size; j++) {
					p_textures[k++] = rd_texture;
				}
			} else {
				p_textures[k++] = rd_texture;
			}
		} else {
			bool srgb = p_use_linear_color && p_texture_uniforms[i].use_color;
			for (int j = 0; j < textures.size(); j++) {
				TextureStorage::Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]);
				if (tex) {
					rd_texture = (srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
#ifdef TOOLS_ENABLED