### 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 (identifier == StringName()) {
					_set_error(RTR("Expected an identifier as a member."));
					return nullptr;
				}
				String ident = identifier;
				bool ok = true;
				bool repeated = false;
				DataType member_type = TYPE_VOID;
				StringName member_struct_name = "";
				int array_size = 0;
				RBSet<char> position_symbols;
				RBSet<char> color_symbols;
				RBSet<char> texture_symbols;
				bool mix_error = false;
				switch (dt) {
					case TYPE_STRUCT: {
						ok = false;
						String member_name = String(ident.ptr());
						if (shader->structs.has(st)) {
							StructNode *n = shader->structs[st].shader_struct;
							for (const MemberNode *E : n->members) {
								if (String(E->name) == member_name) {
									member_type = E->datatype;
									array_size = E->array_size;
									if (member_type == TYPE_STRUCT) {
										member_struct_name = E->struct_name;
									}
									ok = true;
									break;
								}