### 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
}
case TEXTURE_CHANNEL_BLUE: {
				code += "	vec4 roughness_texture_channel = vec4(0.0,0.0,1.0,0.0);\n";
			} break;
			case TEXTURE_CHANNEL_ALPHA: {
				code += "	vec4 roughness_texture_channel = vec4(0.0,0.0,0.0,1.0);\n";
			} break;
			case TEXTURE_CHANNEL_GRAYSCALE: {
				code += "	vec4 roughness_texture_channel = vec4(0.333333,0.333333,0.333333,0.0);\n";
			} break;
			case TEXTURE_CHANNEL_MAX:
				break; 
		}
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	float roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_triplanar_pos),roughness_texture_channel);\n";
		} else {
			code += "	float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);\n";
		}
		code += "	ROUGHNESS = roughness_tex * roughness;\n";
		code += "	SPECULAR = specular;\n";
	} else {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {
			code += "	vec4 orm_tex = triplanar_texture(texture_orm,uv1_power_normal,uv1_triplanar_pos);\n";
		} else {
			code += "	vec4 orm_tex = texture(texture_orm,base_uv);\n";
		}
		code += "	ROUGHNESS = orm_tex.g;\n";
		code += "	METALLIC = orm_tex.b;\n";
	}
	if (features[FEATURE_NORMAL_MAPPING]) {
		if (flags[FLAG_UV1_USE_TRIPLANAR]) {