### 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)

return p_node;
}
ShaderLanguage::Node *ShaderLanguage::_parse_and_reduce_expression(BlockNode *p_block, const FunctionInfo &p_function_info) {
	ShaderLanguage::Node *expr = _parse_expression(p_block, p_function_info);
	if (!expr) { 
		return nullptr;
	}
	expr = _reduce_expression(p_block, expr);
	return expr;
}
Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_function_info, bool p_just_one, bool p_can_break, bool p_can_continue) {
	while (true) {
		TkPos pos = _get_tkpos();
		Token tk = _get_token();
#ifdef DEBUG_ENABLED
		Token next;
#endif 
		if (p_block && p_block->block_type == BlockNode::BLOCK_TYPE_SWITCH) {
			if (tk.type != TK_CF_CASE && tk.type != TK_CF_DEFAULT && tk.type != TK_CURLY_BRACKET_CLOSE) {
				_set_error(vformat(RTR("A switch may only contain '%s' and '%s' blocks."), "case", "default"));
				return ERR_PARSE_ERROR;
			}
		}
		bool is_struct = shader->structs.has(tk.text);
		bool is_var_init = false;
		bool is_condition = false;
		if (tk.type == TK_CURLY_BRACKET_CLOSE) { 
			if (p_just_one) {
				_set_expected_error("}");
				return ERR_PARSE_ERROR;