### 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 (E.value.arguments.size()) {
							calltip += " ";
						}
						calltip += ")";
						r_call_hint = calltip;
						return OK;
					}
				}
			}
			while (builtin_func_defs[idx].name) {
				if (low_end && builtin_func_defs[idx].high_end) {
					idx++;
					continue;
				}
				int idx2 = 0;
				HashSet<int> out_args;
				while (builtin_func_out_args[idx2].name != nullptr) {
					if (builtin_func_out_args[idx2].name == builtin_func_defs[idx].name) {
						for (int i = 0; i < BuiltinFuncOutArgs::MAX_ARGS; i++) {
							int arg = builtin_func_out_args[idx2].arguments[i];
							if (arg == -1) {
								break;
							}
							out_args.insert(arg);
						}
						break;
					}
					idx2++;
				}