### 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
}
alpha_antialiasing_edge = p_edge;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->alpha_antialiasing_edge, p_edge);
}
float BaseMaterial3D::get_alpha_antialiasing_edge() const {
	return alpha_antialiasing_edge;
}
void BaseMaterial3D::set_grow(float p_grow) {
	grow = p_grow;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->grow, p_grow);
}
float BaseMaterial3D::get_grow() const {
	return grow;
}
static Plane _get_texture_mask(BaseMaterial3D::TextureChannel p_channel) {
	static const Plane masks[5] = {
		Plane(1, 0, 0, 0),
		Plane(0, 1, 0, 0),
		Plane(0, 0, 1, 0),
		Plane(0, 0, 0, 1),
		Plane(0.3333333, 0.3333333, 0.3333333, 0),
	};
	return masks[p_channel];
}
void BaseMaterial3D::set_metallic_texture_channel(TextureChannel p_channel) {
	ERR_FAIL_INDEX(p_channel, 5);
	metallic_texture_channel = p_channel;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->metallic_texture_channel, _get_texture_mask(p_channel));
}
BaseMaterial3D::TextureChannel BaseMaterial3D::get_metallic_texture_channel() const {