### 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
}
if (is_token_precision(tk.type)) {
						param_precision = get_token_precision(tk.type);
						tk = _get_token();
#ifdef DEBUG_ENABLED
						if (keyword_completion_context & CF_CONST_KEYWORD) {
							keyword_completion_context ^= CF_CONST_KEYWORD;
						}
						if (keyword_completion_context & CF_FUNC_DECL_PARAM_SPEC) {
							keyword_completion_context ^= CF_FUNC_DECL_PARAM_SPEC;
						}
						if (keyword_completion_context & CF_PRECISION_MODIFIER) {
							keyword_completion_context ^= CF_PRECISION_MODIFIER;
						}
						if (_lookup_next(next)) {
							if (is_token_datatype(next.type)) {
								keyword_completion_context = CF_UNSPECIFIED;
							}
						}
#endif 
					}
					is_struct = false;
					if (shader->structs.has(tk.text)) {
						is_struct = true;
						param_struct_name = tk.text;
#ifdef DEBUG_ENABLED
						if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_STRUCT_FLAG) && used_structs.has(param_struct_name)) {
							used_structs[param_struct_name].used = true;
						}
#endif 
					}