### 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)

if (!Engine::get_singleton()->is_editor_hint()) {
		ERR_FAIL_V_MSG(Variant(), "This function should never be used outside the editor, it can severely damage performance.");
	}
	if (!global_shader_uniforms.variables.has(p_name)) {
		return Variant();
	}
	return global_shader_uniforms.variables[p_name].value;
}
RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type_internal(const StringName &p_name) const {
	if (!global_shader_uniforms.variables.has(p_name)) {
		return RS::GLOBAL_VAR_TYPE_MAX;
	}
	return global_shader_uniforms.variables[p_name].type;
}
RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type(const StringName &p_name) const {
	if (!Engine::get_singleton()->is_editor_hint()) {
		ERR_FAIL_V_MSG(RS::GLOBAL_VAR_TYPE_MAX, "This function should never be used outside the editor, it can severely damage performance.");
	}
	return global_shader_parameter_get_type_internal(p_name);
}
void MaterialStorage::global_shader_parameters_load_settings(bool p_load_textures) {
	List<PropertyInfo> settings;
	ProjectSettings::get_singleton()->get_property_list(&settings);
	for (const PropertyInfo &E : settings) {
		if (E.name.begins_with("shader_globals/")) {
			StringName name = E.name.get_slice("/", 1);
			Dictionary d = GLOBAL_GET(E.name);
			ERR_CONTINUE(!d.has("type"));
			ERR_CONTINUE(!d.has("value"));
			String type = d["type"];