### 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
}
HBoxContainer *add_menu_hb = memnew(HBoxContainer);
	add_child(add_menu_hb);
	add_menu_hb->add_child(memnew(Label(TTR("Name:"))));
	variable_name = memnew(LineEdit);
	variable_name->set_h_size_flags(SIZE_EXPAND_FILL);
	add_menu_hb->add_child(variable_name);
	add_menu_hb->add_child(memnew(Label(TTR("Type:"))));
	variable_type = memnew(OptionButton);
	variable_type->set_h_size_flags(SIZE_EXPAND_FILL);
	add_menu_hb->add_child(variable_type);
	for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) {
		variable_type->add_item(global_var_type_names[i]);
	}
	variable_add = memnew(Button(TTR("Add")));
	add_menu_hb->add_child(variable_add);
	variable_add->connect("pressed", callable_mp(this, &ShaderGlobalsEditor::_variable_added));
	inspector = memnew(EditorInspector);
	inspector->set_v_size_flags(SIZE_EXPAND_FILL);
	add_child(inspector);
	inspector->set_use_wide_editors(true);
	inspector->set_property_name_style(EditorPropertyNameProcessor::STYLE_RAW);
	inspector->set_use_deletable_properties(true);
	inspector->connect("property_deleted", callable_mp(this, &ShaderGlobalsEditor::_variable_deleted), CONNECT_DEFERRED);
	interface = memnew(ShaderGlobalsEditorInterface);
	interface->connect("var_changed", callable_mp(this, &ShaderGlobalsEditor::_changed));
}
ShaderGlobalsEditor::~ShaderGlobalsEditor() {
	memdelete(interface);
}