### 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
}
return (
			p_type == TK_ARG_IN ||
			p_type == TK_ARG_OUT ||
			p_type == TK_ARG_INOUT);
}
ShaderLanguage::DataPrecision ShaderLanguage::get_token_precision(TokenType p_type) {
	if (p_type == TK_PRECISION_LOW) {
		return PRECISION_LOWP;
	} else if (p_type == TK_PRECISION_HIGH) {
		return PRECISION_HIGHP;
	} else {
		return PRECISION_MEDIUMP;
	}
}
String ShaderLanguage::get_precision_name(DataPrecision p_type) {
	switch (p_type) {
		case PRECISION_LOWP:
			return "lowp";
		case PRECISION_MEDIUMP:
			return "mediump";
		case PRECISION_HIGHP:
			return "highp";
		default:
			break;
	}
	return "";
}
String ShaderLanguage::get_interpolation_name(DataInterpolation p_interpolation) {