### 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
}
actions.render_mode_flags["wireframe"] = &wireframe;
	actions.render_mode_flags["particle_trails"] = &uses_particle_trails;
	actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
	actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;
	
	
	actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip;
	actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_prepass_alpha;
	actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
	actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
	actions.usage_flag_pointers["DISCARD"] = &uses_discard;
	actions.usage_flag_pointers["TIME"] = &uses_time;
	actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
	actions.usage_flag_pointers["NORMAL"] = &uses_normal;
	actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal;
	actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
	actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;
	actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection;
	actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection;
	actions.write_flag_pointers["VERTEX"] = &uses_vertex;
	actions.write_flag_pointers["POSITION"] = &uses_position;
	actions.usage_flag_pointers["TANGENT"] = &uses_tangent;
	actions.usage_flag_pointers["BINORMAL"] = &uses_tangent;
	actions.usage_flag_pointers["COLOR"] = &uses_color;
	actions.usage_flag_pointers["UV"] = &uses_uv;
	actions.usage_flag_pointers["UV2"] = &uses_uv2;
	actions.usage_flag_pointers["CUSTOM0"] = &uses_custom0;
	actions.usage_flag_pointers["CUSTOM1"] = &uses_custom1;
	actions.usage_flag_pointers["CUSTOM2"] = &uses_custom2;
	actions.usage_flag_pointers["CUSTOM3"] = &uses_custom3;