### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

GNU/Linux, GLES3 & Vulkan, Intel UHD 770

### Issue description

When passing arrays of color objects to the shader, the shader program cannot get the values, even when converted to vector arrays.

And source_color hint does not convert colors correctly when passed through an array.

```
var colors := [
	Color.hex(0x0088ffff),
	Color.hex(0xff000088),
	Color.hex(0x00ff0000),
	Color.hex(0x0000ffff),
]
func _ready() -> void:
	var shader: ShaderMaterial = mesh.material
	shader.set_shader_parameter("vec4_no_hint", colors)
	shader.set_shader_parameter("vec4_hint", colors)
	shader.set_shader_parameter("vec3_no_hint", colors)
	shader.set_shader_parameter("vec3_hint", colors)
	var cvt_colors = colors.map(func (c): return Vector4(c.r, c.g, c.b, c.a))
	shader.set_shader_parameter("cvt_vec4_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec4_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_no_hint", cvt_colors)
	shader.set_shader_parameter("cvt_vec3_hint", cvt_colors)
```

Result With GLES3:
![图片](https://user-images.githubusercontent.com/20413045/232321140-3118a776-e76e-4e73-954f-c7b4f155d1ec.png)

Result With Vulkan:
![图片](https://user-images.githubusercontent.com/20413045/232321207-d52cb2e5-c644-40a8-89ee-71da8b58e408.png)


### Steps to reproduce

Open the sample project attached, open the test scene, switch to the 3D tab, you will see it.

### Minimal reproduction project

[test-color-uniform-array.tar.gz](https://github.com/godotengine/godot/files/11242561/test-color-uniform-array.tar.gz)

code += "	vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a);\n";
			} break;
			case BLEND_MODE_SUB: {
				code += "	vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a);\n";
			} break;
			case BLEND_MODE_MUL: {
				code += "	vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n";
			} break;
			case BLEND_MODE_MAX:
				break; 
		}
		code += "	vec3 detail_norm = mix(NORMAL_MAP,detail_norm_tex.rgb,detail_tex.a);\n";
		code += "	NORMAL_MAP = mix(NORMAL_MAP,detail_norm,detail_mask_tex.r);\n";
		code += "	ALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
	}
	code += "}\n";
	ShaderData shader_data;
	shader_data.shader = RS::get_singleton()->shader_create();
	shader_data.users = 1;
	RS::get_singleton()->shader_set_code(shader_data.shader, code);
	shader_map[mk] = shader_data;
	RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
}
void BaseMaterial3D::flush_changes() {
	MutexLock lock(material_mutex);
	while (dirty_materials.first()) {
		dirty_materials.first()->self()->_update_shader();
	}
}
void BaseMaterial3D::_queue_shader_change() {