### 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
}
StringName struct_name;
				DataPrecision precision = PRECISION_DEFAULT;
				DataType type;
				StringName name;
				int array_size = 0;
				if (tk.type == TK_CONST) {
					is_constant = true;
					tk = _get_token();
				}
				if (is_token_precision(tk.type)) {
					precision = get_token_precision(tk.type);
					tk = _get_token();
				}
				if (shader->structs.has(tk.text)) {
					is_struct = true;
					struct_name = tk.text;
				} else {
#ifdef DEBUG_ENABLED
					if (_lookup_next(next)) {
						if (next.type == TK_UNIFORM) {
							keyword_completion_context = CF_UNIFORM_QUALIFIER;
						}
					}
#endif 
					if (!is_token_datatype(tk.type)) {
						_set_error(RTR("Expected constant, function, uniform or varying."));
						return ERR_PARSE_ERROR;
					}
					if (!is_token_variable_datatype(tk.type)) {
						if (is_constant) {