### 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
shader_names->turbulence_influence_over_life = "turbulence_influence_over_life";
	shader_names->turbulence_influence_min = "turbulence_influence_min";
	shader_names->turbulence_influence_max = "turbulence_influence_max";
	shader_names->turbulence_initial_displacement_min = "turbulence_initial_displacement_min";
	shader_names->turbulence_initial_displacement_max = "turbulence_initial_displacement_max";
	shader_names->gravity = "gravity";
	shader_names->lifetime_randomness = "lifetime_randomness";
	shader_names->sub_emitter_frequency = "sub_emitter_frequency";
	shader_names->sub_emitter_amount_at_end = "sub_emitter_amount_at_end";
	shader_names->sub_emitter_amount_at_collision = "sub_emitter_amount_at_collision";
	shader_names->sub_emitter_keep_velocity = "sub_emitter_keep_velocity";
	shader_names->collision_friction = "collision_friction";
	shader_names->collision_bounce = "collision_bounce";
}
void ParticleProcessMaterial::finish_shaders() {
	memdelete(dirty_materials);
	dirty_materials = nullptr;
	memdelete(shader_names);
}
void ParticleProcessMaterial::_update_shader() {
	dirty_materials->remove(&element);
	MaterialKey mk = _compute_key();
	if (mk.key == current_key.key) {
		return; 
	}
	if (shader_map.has(current_key)) {
		shader_map[current_key].users--;
		if (shader_map[current_key].users == 0) {
			
			RS::get_singleton()->free(shader_map[current_key].shader);