### 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
}
vdnode->declarations.push_back(decl);
				p_block->variables[name] = var;
				is_const_decl = false;
				if (!fixed_array_size) {
					array_size = 0;
				}
				if (tk.type == TK_SEMICOLON) {
					break;
				} else if (tk.type != TK_COMMA) {
					_set_expected_error(",", ";");
					return ERR_PARSE_ERROR;
				}
			} while (tk.type == TK_COMMA); 
#ifdef DEBUG_ENABLED
			keyword_completion_context = CF_BLOCK;
#endif 
			p_block->statements.push_back(static_cast<Node *>(vdnode));
		} else if (tk.type == TK_CURLY_BRACKET_OPEN) {
			
			BlockNode *block = alloc_node<BlockNode>();
			block->parent_block = p_block;
			if (_parse_block(block, p_function_info, false, p_can_break, p_can_continue) != OK) {
				return ERR_PARSE_ERROR;
			}
			p_block->statements.push_back(block);
		} else if (tk.type == TK_CF_IF) {
			
			tk = _get_token();
			if (tk.type != TK_PARENTHESIS_OPEN) {
				_set_expected_after_error("(", "if");