### 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
}
return metallic_texture_channel;
}
void BaseMaterial3D::set_roughness_texture_channel(TextureChannel p_channel) {
	ERR_FAIL_INDEX(p_channel, 5);
	roughness_texture_channel = p_channel;
	_queue_shader_change();
}
BaseMaterial3D::TextureChannel BaseMaterial3D::get_roughness_texture_channel() const {
	return roughness_texture_channel;
}
void BaseMaterial3D::set_ao_texture_channel(TextureChannel p_channel) {
	ERR_FAIL_INDEX(p_channel, 5);
	ao_texture_channel = p_channel;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_texture_channel, _get_texture_mask(p_channel));
}
BaseMaterial3D::TextureChannel BaseMaterial3D::get_ao_texture_channel() const {
	return ao_texture_channel;
}
void BaseMaterial3D::set_refraction_texture_channel(TextureChannel p_channel) {
	ERR_FAIL_INDEX(p_channel, 5);
	refraction_texture_channel = p_channel;
	RS::get_singleton()->material_set_param(_get_material(), shader_names->refraction_texture_channel, _get_texture_mask(p_channel));
}
BaseMaterial3D::TextureChannel BaseMaterial3D::get_refraction_texture_channel() const {
	return refraction_texture_channel;
}
Ref<Material> BaseMaterial3D::get_material_for_2d(bool p_shaded, Transparency p_transparency, bool p_double_sided, bool p_billboard, bool p_billboard_y, bool p_msdf, bool p_no_depth, bool p_fixed_size, TextureFilter p_filter, AlphaAntiAliasing p_alpha_antialiasing_mode, RID *r_shader_rid) {