### 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
case PARAM_ANIM_OFFSET: {
			RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_texture, tex_rid);
		} break;
		case PARAM_TURB_INFLUENCE_OVER_LIFE: {
			RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_influence_over_life, tex_rid);
			_adjust_curve_range(p_texture, 0, 1);
		} break;
		case PARAM_TURB_VEL_INFLUENCE: {
			
		} break;
		case PARAM_TURB_INIT_DISPLACEMENT: {
			
		} break;
		case PARAM_MAX:
			break; 
	}
	_queue_shader_change();
}
Ref<Texture2D> ParticleProcessMaterial::get_param_texture(Parameter p_param) const {
	ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref<Texture2D>());
	return tex_parameters[p_param];
}
void ParticleProcessMaterial::set_color(const Color &p_color) {
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color, p_color);
	color = p_color;
}
Color ParticleProcessMaterial::get_color() const {
	return color;
}
void ParticleProcessMaterial::set_color_ramp(const Ref<Texture2D> &p_texture) {