### 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 += "uniform sampler2D angle_texture : repeat_disable;\n";
	}
	if (tex_parameters[PARAM_SCALE].is_valid()) {
		code += "uniform sampler2D scale_texture : repeat_disable;\n";
	}
	if (tex_parameters[PARAM_HUE_VARIATION].is_valid()) {
		code += "uniform sampler2D hue_variation_texture : repeat_disable;\n";
	}
	if (tex_parameters[PARAM_ANIM_SPEED].is_valid()) {
		code += "uniform sampler2D anim_speed_texture : repeat_disable;\n";
	}
	if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
		code += "uniform sampler2D anim_offset_texture : repeat_disable;\n";
	}
	if (collision_mode == COLLISION_RIGID) {
		code += "uniform float collision_friction;\n";
		code += "uniform float collision_bounce;\n";
	}
	if (turbulence_enabled) {
		code += "uniform float turbulence_noise_strength;\n";
		code += "uniform float turbulence_noise_scale;\n";
		code += "uniform float turbulence_influence_min;\n";
		code += "uniform float turbulence_influence_max;\n";
		code += "uniform float turbulence_initial_displacement_min;\n";
		code += "uniform float turbulence_initial_displacement_max;\n";
		code += "uniform float turbulence_noise_speed_random;\n";
		code += "uniform vec3 turbulence_noise_speed = vec3(1.0, 1.0, 1.0);\n";
		if (tex_parameters[PARAM_TURB_INFLUENCE_OVER_LIFE].is_valid()) {
			code += "uniform sampler2D turbulence_influence_over_life;\n";
		}