### 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
}
GLES3::Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_COND(!material);
	if (material->data) {
		memdelete(material->data);
		material->data = nullptr;
	}
	if (material->shader) {
		material->shader->owners.erase(material);
		material->shader = nullptr;
		material->shader_mode = RS::SHADER_MAX;
	}
	if (p_shader.is_null()) {
		material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
		material->shader_id = 0;
		return;
	}
	Shader *shader = get_shader(p_shader);
	ERR_FAIL_COND(!shader);
	material->shader = shader;
	material->shader_mode = shader->mode;
	material->shader_id = p_shader.get_local_index();
	shader->owners.insert(material);
	if (shader->mode == RS::SHADER_MAX) {
		return;
	}
	ERR_FAIL_COND(shader->data == nullptr);
	material->data = material_data_request_func[shader->mode](shader->data);
	material->data->self = p_material;
	material->data->set_next_pass(material->next_pass);
	material->data->set_render_priority(material->priority);