### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

GNU/Linux, GLES3 & Vulkan, Intel UHD 770

### Issue description

When passing arrays of color objects to the shader, the shader program cannot get the values, even when converted to vector arrays.

And source_color hint does not convert colors correctly when passed through an array.

```
var colors := [
	Color.hex(0x0088ffff),
	Color.hex(0xff000088),
	Color.hex(0x00ff0000),
	Color.hex(0x0000ffff),
]
func _ready() -> void:
	var shader: ShaderMaterial = mesh.material
	shader.set_shader_parameter("vec4_no_hint", colors)
	shader.set_shader_parameter("vec4_hint", colors)
	shader.set_shader_parameter("vec3_no_hint", colors)
	shader.set_shader_parameter("vec3_hint", colors)
	var cvt_colors = colors.map(func (c): return Vector4(c.r, c.g, c.b, c.a))
	shader.set_shader_parameter("cvt_vec4_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec4_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_hint", cvt_colors)
```

Result With GLES3:
![图片](https://user-images.githubusercontent.com/20413045/232321140-3118a776-e76e-4e73-954f-c7b4f155d1ec.png)

Result With Vulkan:
![图片](https://user-images.githubusercontent.com/20413045/232321207-d52cb2e5-c644-40a8-89ee-71da8b58e408.png)


### Steps to reproduce

Open the sample project attached, open the test scene, switch to the 3D tab, you will see it.

### Minimal reproduction project

[test-color-uniform-array.tar.gz](https://github.com/godotengine/godot/files/11242561/test-color-uniform-array.tar.gz)

MutexLock lock(material_mutex);
	if (_is_initialized() && !element.in_list()) {
		dirty_materials.add(&element);
	}
}
bool BaseMaterial3D::_is_shader_dirty() const {
	MutexLock lock(material_mutex);
	return element.in_list();
}
void BaseMaterial3D::set_albedo(const Color &p_albedo) {
	albedo = p_albedo;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo, p_albedo);
}
Color BaseMaterial3D::get_albedo() const {
	return albedo;
}
void BaseMaterial3D::set_specular(float p_specular) {
	specular = p_specular;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular);
}
float BaseMaterial3D::get_specular() const {
	return specular;
}
void BaseMaterial3D::set_roughness(float p_roughness) {
	roughness = p_roughness;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->roughness, p_roughness);
}
float BaseMaterial3D::get_roughness() const {