### 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
}
MemberNode *mn = alloc_node<MemberNode>();
				mn->basetype = dt;
				mn->basetype_const = is_const;
				mn->datatype = member_type;
				mn->base_struct_name = st;
				mn->struct_name = member_struct_name;
				mn->array_size = array_size;
				mn->name = ident;
				mn->owner = expr;
				mn->has_swizzling_duplicates = repeated;
				if (array_size > 0) {
					TkPos prev_pos = _get_tkpos();
					tk = _get_token();
					if (tk.type == TK_OP_ASSIGN) {
						if (last_type == IDENTIFIER_CONSTANT) {
							_set_error(RTR("Constants cannot be modified."));
							return nullptr;
						}
						Node *assign_expression = _parse_array_constructor(p_block, p_function_info, member_type, member_struct_name, array_size);
						if (!assign_expression) {
							return nullptr;
						}
						mn->assign_expression = assign_expression;
					} else if (tk.type == TK_PERIOD) {
						completion_class = TAG_ARRAY;
						if (p_block != nullptr) {
							p_block->block_tag = SubClassTag::TAG_ARRAY;
						}
						mn->call_expression = _parse_and_reduce_expression(p_block, p_function_info);
						if (p_block != nullptr) {