### 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
}
uint8_t *data = &p_buffer[offset];
		HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(E.key);
		if (V) {
			
			_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->value, data, p_use_linear_color);
		} else if (E.value.default_value.size()) {
			
			_fill_std140_ubo_value(E.value.type, E.value.default_value, data);
			
		} else {
			
			if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
				
				_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color);
			} else {
				
				_fill_std140_ubo_empty(E.value.type, E.value.array_size, data);
			}
		}
	}
	if (uses_global_buffer != (global_buffer_E != nullptr)) {
		if (uses_global_buffer) {
			global_buffer_E = material_storage->global_shader_uniforms.materials_using_buffer.push_back(self);
		} else {
			material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E);
			global_buffer_E = nullptr;
		}
	}
}
MaterialStorage::MaterialData::~MaterialData() {