### 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)

}
	if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
		
		code += "	TANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x);\n";
		code += "	TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.y);\n";
		code += "	TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z);\n";
		code += "	TANGENT = normalize(TANGENT);\n";
		code += "	BINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x);\n";
		code += "	BINORMAL+= vec3(0.0,0.0,-1.0) * abs(NORMAL.y);\n";
		code += "	BINORMAL+= vec3(0.0,1.0,0.0) * abs(NORMAL.z);\n";
		code += "	BINORMAL = normalize(BINORMAL);\n";
	}
	if (flags[FLAG_UV1_USE_TRIPLANAR]) {
		if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
			code += "	uv1_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n";
			code += "	uv1_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n";
		} else {
			code += "	uv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";
			code += "	uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n";
		}
		code += "	uv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n";
		code += "	uv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
	}
	if (flags[FLAG_UV2_USE_TRIPLANAR]) {
		if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) {
			code += "	uv2_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n";
			code += "	uv2_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n";
		} else {
			code += "	uv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";
			code += "	uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n";