### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 SUPER (NVIDIA; 31.0.15.3130) - Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz (12 Threads)

### Issue description

I think I found a bug in the particle shader. It revolves around the following line:

```
// apply linear acceleration
force += length(VELOCITY) > 0.0 ? normalize(VELOCITY) * tex_linear_accel * mix(linear_accel_min, linear_accel_max, rand_from_seed(alt_seed)) : vec3(0.0);

```
As long as VELOCITY is greater than 0, "rand_from_seed(alt_seed)" is called among other things. Thereby "alt_seed" is changed.
But if now damping is active, VELOCITY reaches 0 at some point. Then "rand_from_seed(alt_seed)" is NOT called anymore.
That means: all following random values, which depend on "rand_from_seed()", change once abruptly.


### Steps to reproduce

The error probably manifests itself in very different ways. As soon as damping brings the speed to 0, there will be one-time jumpy changes in all aspects that use edge_fom_seed:

- radial acceleration
- tangential acceleration
- orbit velocity
- damping
- angular velocity
- animation offset and speed
- hue

### Minimal reproduction project

N/A
return lifetime_randomness;
}
RID ParticleProcessMaterial::get_shader_rid() const {
	ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
	return shader_map[current_key].shader;
}
void ParticleProcessMaterial::_validate_property(PropertyInfo &p_property) const {
	if (p_property.name == "emission_sphere_radius" && (emission_shape != EMISSION_SHAPE_SPHERE && emission_shape != EMISSION_SHAPE_SPHERE_SURFACE)) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (p_property.name == "emission_box_extents" && emission_shape != EMISSION_SHAPE_BOX) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if ((p_property.name == "emission_point_texture" || p_property.name == "emission_color_texture") && (emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS)) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (p_property.name == "emission_normal_texture" && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (p_property.name == "emission_point_count" && (emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS)) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (p_property.name.begins_with("emission_ring_") && emission_shape != EMISSION_SHAPE_RING) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
	if (p_property.name == "sub_emitter_frequency" && sub_emitter_mode != SUB_EMITTER_CONSTANT) {
		p_property.usage = PROPERTY_USAGE_NONE;
	}