### 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 (tk.type == TK_COMMA) {
											decl.initializer.push_back(n);
											continue;
										} else if (!curly && tk.type == TK_PARENTHESIS_CLOSE) {
											decl.initializer.push_back(n);
											break;
										} else if (curly && tk.type == TK_CURLY_BRACKET_CLOSE) {
											decl.initializer.push_back(n);
											break;
										} else {
											if (curly) {
												_set_expected_error("}", ",");
											} else {
												_set_expected_error(")", ",");
											}
											return ERR_PARSE_ERROR;
										}
									}
									if (unknown_size) {
										decl.size = decl.initializer.size();
										constant.array_size = decl.initializer.size();
									} else if (decl.initializer.size() != constant.array_size) {
										_set_error(RTR("Array size mismatch."));
										return ERR_PARSE_ERROR;
									}
								}
								array_size = constant.array_size;
								ConstantNode *expr = memnew(ConstantNode);
								expr->datatype = constant.type;
								expr->struct_name = constant.type_str;