### 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 (shader.is_valid()) {
		const StringName *pr = remap_cache.getptr(p_name);
		if (*pr) {
			r_property = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), *pr);
			return true;
		}
	}
	return false;
}
void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
	
	
	
	if (shader.is_valid() && Engine::get_singleton()->is_editor_hint()) {
		shader->disconnect("changed", callable_mp(this, &ShaderMaterial::_shader_changed));
	}
	shader = p_shader;
	RID rid;
	if (shader.is_valid()) {
		rid = shader->get_rid();
		if (Engine::get_singleton()->is_editor_hint()) {
			shader->connect("changed", callable_mp(this, &ShaderMaterial::_shader_changed));
		}
	}
	RS::get_singleton()->material_set_shader(_get_material(), rid);
	notify_property_list_changed(); 
	emit_changed();
}
Ref<Shader> ShaderMaterial::get_shader() const {