### 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
code += "		ortho_axis = mat3(\n";
			code += "			vec3(c + axis.x * axis.x * oc, axis.x * axis.y * oc - axis.z * s, axis.x * axis.z *oc + axis.y * s),\n";
			code += "			vec3(axis.x * axis.y * oc + s * axis.z, c + axis.y * axis.y * oc, axis.y * axis.z * oc - axis.x * s),\n";
			code += "			vec3(axis.z * axis.x * oc - axis.y * s, axis.z * axis.y * oc + axis.x * s, c + axis.z * axis.z * oc)\n";
			code += "			) * ortho_axis;\n";
			code += "		ortho_axis = normalize(ortho_axis);\n";
			code += "		TRANSFORM[3].xyz = ortho_axis * ring_random_radius + (rand_from_seed(alt_seed) * emission_ring_height - emission_ring_height / 2.0) * axis;\n";
		} break;
		case EMISSION_SHAPE_MAX: { 
			break;
		}
	}
	code += "	if (RESTART_VELOCITY) VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n";
	
	if (turbulence_enabled) {
		code += "	vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz);\n";
		code += "	float turb_init_displacement = mix(turbulence_initial_displacement_min, turbulence_initial_displacement_max, rand_from_seed(alt_seed));";
		code += "	TRANSFORM[3].xyz += noise_direction * turb_init_displacement;\n";
	}
	code += "	TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n";
	if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
		code += "	VELOCITY.z = 0.0;\n";
		code += "	TRANSFORM[3].z = 0.0;\n";
	}
	code += "	}\n";
	code += "}\n\n";
	code += "void process() {\n";
	code += "	uint base_number = NUMBER;\n";
	code += "	uint alt_seed = hash(base_number + uint(1) + RANDOM_SEED);\n";
	code += "	float angle_rand = rand_from_seed(alt_seed);\n";