### 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
}
member_type = TYPE_FLOAT;
									break;
								case TYPE_IVEC2:
									member_type = TYPE_INT;
									break;
								case TYPE_UVEC2:
									member_type = TYPE_UINT;
									break;
								case TYPE_MAT2:
									member_type = TYPE_VEC2;
									break;
								default:
									break;
							}
							break;
						case TYPE_BVEC3:
						case TYPE_VEC3:
						case TYPE_IVEC3:
						case TYPE_UVEC3:
						case TYPE_MAT3:
							if (index->type == Node::NODE_TYPE_CONSTANT) {
								uint32_t index_constant = static_cast<ConstantNode *>(index)->values[0].uint;
								if (index_constant >= 3) {
									_set_error(vformat(RTR("Index [%d] out of range [%d..%d]."), index_constant, 0, 2));
									return nullptr;
								}
							}
							switch (expr->get_datatype()) {
								case TYPE_BVEC3:
									member_type = TYPE_BOOL;