### 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
}
GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
	ERR_FAIL_COND(!shader);
	if (p_texture.is_valid() && TextureStorage::get_singleton()->owns_texture(p_texture)) {
		if (!shader->default_texture_parameter.has(p_name)) {
			shader->default_texture_parameter[p_name] = HashMap<int, RID>();
		}
		shader->default_texture_parameter[p_name][p_index] = p_texture;
	} else {
		if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
			shader->default_texture_parameter[p_name].erase(p_index);
			if (shader->default_texture_parameter[p_name].is_empty()) {
				shader->default_texture_parameter.erase(p_name);
			}
		}
	}
	if (shader->data) {
		shader->data->set_default_texture_parameter(p_name, p_texture, p_index);
	}
	for (Material *E : shader->owners) {
		Material *material = E;
		_material_queue_update(material, false, true);
	}
}
RID MaterialStorage::shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const {