### 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)

ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
	return flags[p_flag];
}
void BaseMaterial3D::set_feature(Feature p_feature, bool p_enabled) {
	ERR_FAIL_INDEX(p_feature, FEATURE_MAX);
	if (features[p_feature] == p_enabled) {
		return;
	}
	features[p_feature] = p_enabled;
	notify_property_list_changed();
	_queue_shader_change();
}
bool BaseMaterial3D::get_feature(Feature p_feature) const {
	ERR_FAIL_INDEX_V(p_feature, FEATURE_MAX, false);
	return features[p_feature];
}
void BaseMaterial3D::set_texture(TextureParam p_param, const Ref<Texture2D> &p_texture) {
	ERR_FAIL_INDEX(p_param, TEXTURE_MAX);
	textures[p_param] = p_texture;
	RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
	RS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid);
	if (p_texture.is_valid() && p_param == TEXTURE_ALBEDO) {
		RS::get_singleton()->material_set_param(_get_material(), shader_names->albedo_texture_size,
				Vector2i(p_texture->get_width(), p_texture->get_height()));
	}
	notify_property_list_changed();
	_queue_shader_change();
}
Ref<Texture2D> BaseMaterial3D::get_texture(TextureParam p_param) const {