### 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 (r_constant_value) {
			if (shader->constants[p_identifier].initializer && shader->constants[p_identifier].initializer->values.size() == 1) {
				*r_constant_value = shader->constants[p_identifier].initializer->values[0];
			}
		}
		if (r_type) {
			*r_type = IDENTIFIER_CONSTANT;
		}
		return true;
	}
	for (int i = 0; i < shader->functions.size(); i++) {
		if (!shader->functions[i].callable) {
			continue;
		}
		if (shader->functions[i].name == p_identifier) {
			if (r_data_type) {
				*r_data_type = shader->functions[i].function->return_type;
			}
			if (r_array_size) {
				*r_array_size = shader->functions[i].function->return_array_size;
			}
			if (r_type) {
				*r_type = IDENTIFIER_FUNCTION;
			}
			return true;
		}
	}
	return false;
}
bool ShaderLanguage::_validate_operator(OperatorNode *p_op, DataType *r_ret_type, int *r_ret_size) {