### 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
}
texfilter_str = "filter_linear_mipmap_anisotropic";
			texfilter_height_str = "filter_linear_mipmap_anisotropic";
			break;
		case TEXTURE_FILTER_MAX:
			break; 
	}
	if (flags[FLAG_USE_TEXTURE_REPEAT]) {
		texfilter_str += ",repeat_enable";
		texfilter_height_str += ",repeat_enable";
	} else {
		texfilter_str += ",repeat_disable";
		texfilter_height_str += ",repeat_disable";
	}
	
	
	String code = vformat(
			"// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s %s.\n\n",
			orm ? "ORMMaterial3D" : "StandardMaterial3D");
	code += "shader_type spatial;\nrender_mode ";
	switch (blend_mode) {
		case BLEND_MODE_MIX:
			code += "blend_mix";
			break;
		case BLEND_MODE_ADD:
			code += "blend_add";
			break;
		case BLEND_MODE_SUB:
			code += "blend_sub";
			break;
		case BLEND_MODE_MUL: