### 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
ClassDB::bind_method(D_METHOD("get_turbulence_noise_speed"), &ParticleProcessMaterial::get_turbulence_noise_speed);
	ClassDB::bind_method(D_METHOD("set_turbulence_noise_speed", "turbulence_noise_speed"), &ParticleProcessMaterial::set_turbulence_noise_speed);
	ClassDB::bind_method(D_METHOD("get_gravity"), &ParticleProcessMaterial::get_gravity);
	ClassDB::bind_method(D_METHOD("set_gravity", "accel_vec"), &ParticleProcessMaterial::set_gravity);
	ClassDB::bind_method(D_METHOD("set_lifetime_randomness", "randomness"), &ParticleProcessMaterial::set_lifetime_randomness);
	ClassDB::bind_method(D_METHOD("get_lifetime_randomness"), &ParticleProcessMaterial::get_lifetime_randomness);
	ClassDB::bind_method(D_METHOD("get_sub_emitter_mode"), &ParticleProcessMaterial::get_sub_emitter_mode);
	ClassDB::bind_method(D_METHOD("set_sub_emitter_mode", "mode"), &ParticleProcessMaterial::set_sub_emitter_mode);
	ClassDB::bind_method(D_METHOD("get_sub_emitter_frequency"), &ParticleProcessMaterial::get_sub_emitter_frequency);
	ClassDB::bind_method(D_METHOD("set_sub_emitter_frequency", "hz"), &ParticleProcessMaterial::set_sub_emitter_frequency);
	ClassDB::bind_method(D_METHOD("get_sub_emitter_amount_at_end"), &ParticleProcessMaterial::get_sub_emitter_amount_at_end);
	ClassDB::bind_method(D_METHOD("set_sub_emitter_amount_at_end", "amount"), &ParticleProcessMaterial::set_sub_emitter_amount_at_end);
	ClassDB::bind_method(D_METHOD("get_sub_emitter_amount_at_collision"), &ParticleProcessMaterial::get_sub_emitter_amount_at_collision);
	ClassDB::bind_method(D_METHOD("set_sub_emitter_amount_at_collision", "amount"), &ParticleProcessMaterial::set_sub_emitter_amount_at_collision);
	ClassDB::bind_method(D_METHOD("get_sub_emitter_keep_velocity"), &ParticleProcessMaterial::get_sub_emitter_keep_velocity);
	ClassDB::bind_method(D_METHOD("set_sub_emitter_keep_velocity", "enable"), &ParticleProcessMaterial::set_sub_emitter_keep_velocity);
	ClassDB::bind_method(D_METHOD("set_attractor_interaction_enabled", "enabled"), &ParticleProcessMaterial::set_attractor_interaction_enabled);
	ClassDB::bind_method(D_METHOD("is_attractor_interaction_enabled"), &ParticleProcessMaterial::is_attractor_interaction_enabled);
	ClassDB::bind_method(D_METHOD("set_collision_mode", "mode"), &ParticleProcessMaterial::set_collision_mode);
	ClassDB::bind_method(D_METHOD("get_collision_mode"), &ParticleProcessMaterial::get_collision_mode);
	ClassDB::bind_method(D_METHOD("set_collision_use_scale", "radius"), &ParticleProcessMaterial::set_collision_use_scale);
	ClassDB::bind_method(D_METHOD("is_collision_using_scale"), &ParticleProcessMaterial::is_collision_using_scale);
	ClassDB::bind_method(D_METHOD("set_collision_friction", "friction"), &ParticleProcessMaterial::set_collision_friction);
	ClassDB::bind_method(D_METHOD("get_collision_friction"), &ParticleProcessMaterial::get_collision_friction);
	ClassDB::bind_method(D_METHOD("set_collision_bounce", "bounce"), &ParticleProcessMaterial::set_collision_bounce);
	ClassDB::bind_method(D_METHOD("get_collision_bounce"), &ParticleProcessMaterial::get_collision_bounce);
	ADD_GROUP("Time", "");
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime_randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_lifetime_randomness", "get_lifetime_randomness");
	ADD_GROUP("Emission Shape", "emission_");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_shape", PROPERTY_HINT_ENUM, "Point,Sphere,Sphere Surface,Box,Points,Directed Points,Ring"), "set_emission_shape", "get_emission_shape");