### 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 (function) {
		for (int i = 0; i < function->arguments.size(); i++) {
			if (function->arguments[i].name == p_identifier) {
				if (r_data_type) {
					*r_data_type = function->arguments[i].type;
				}
				if (r_struct_name) {
					*r_struct_name = function->arguments[i].type_str;
				}
				if (r_array_size) {
					*r_array_size = function->arguments[i].array_size;
				}
				if (r_is_const) {
					*r_is_const = function->arguments[i].is_const;
				}
				if (r_type) {
					*r_type = IDENTIFIER_FUNCTION_ARGUMENT;
				}
				return true;
			}
		}
	}
	if (shader->varyings.has(p_identifier)) {
		if (r_data_type) {
			*r_data_type = shader->varyings[p_identifier].type;
		}
		if (r_array_size) {
			*r_array_size = shader->varyings[p_identifier].array_size;
		}