### 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("set_emission_shape", "shape"), &ParticleProcessMaterial::set_emission_shape);
	ClassDB::bind_method(D_METHOD("get_emission_shape"), &ParticleProcessMaterial::get_emission_shape);
	ClassDB::bind_method(D_METHOD("set_emission_sphere_radius", "radius"), &ParticleProcessMaterial::set_emission_sphere_radius);
	ClassDB::bind_method(D_METHOD("get_emission_sphere_radius"), &ParticleProcessMaterial::get_emission_sphere_radius);
	ClassDB::bind_method(D_METHOD("set_emission_box_extents", "extents"), &ParticleProcessMaterial::set_emission_box_extents);
	ClassDB::bind_method(D_METHOD("get_emission_box_extents"), &ParticleProcessMaterial::get_emission_box_extents);
	ClassDB::bind_method(D_METHOD("set_emission_point_texture", "texture"), &ParticleProcessMaterial::set_emission_point_texture);
	ClassDB::bind_method(D_METHOD("get_emission_point_texture"), &ParticleProcessMaterial::get_emission_point_texture);
	ClassDB::bind_method(D_METHOD("set_emission_normal_texture", "texture"), &ParticleProcessMaterial::set_emission_normal_texture);
	ClassDB::bind_method(D_METHOD("get_emission_normal_texture"), &ParticleProcessMaterial::get_emission_normal_texture);
	ClassDB::bind_method(D_METHOD("set_emission_color_texture", "texture"), &ParticleProcessMaterial::set_emission_color_texture);
	ClassDB::bind_method(D_METHOD("get_emission_color_texture"), &ParticleProcessMaterial::get_emission_color_texture);
	ClassDB::bind_method(D_METHOD("set_emission_point_count", "point_count"), &ParticleProcessMaterial::set_emission_point_count);
	ClassDB::bind_method(D_METHOD("get_emission_point_count"), &ParticleProcessMaterial::get_emission_point_count);
	ClassDB::bind_method(D_METHOD("set_emission_ring_axis", "axis"), &ParticleProcessMaterial::set_emission_ring_axis);
	ClassDB::bind_method(D_METHOD("get_emission_ring_axis"), &ParticleProcessMaterial::get_emission_ring_axis);
	ClassDB::bind_method(D_METHOD("set_emission_ring_height", "height"), &ParticleProcessMaterial::set_emission_ring_height);
	ClassDB::bind_method(D_METHOD("get_emission_ring_height"), &ParticleProcessMaterial::get_emission_ring_height);
	ClassDB::bind_method(D_METHOD("set_emission_ring_radius", "radius"), &ParticleProcessMaterial::set_emission_ring_radius);
	ClassDB::bind_method(D_METHOD("get_emission_ring_radius"), &ParticleProcessMaterial::get_emission_ring_radius);
	ClassDB::bind_method(D_METHOD("set_emission_ring_inner_radius", "inner_radius"), &ParticleProcessMaterial::set_emission_ring_inner_radius);
	ClassDB::bind_method(D_METHOD("get_emission_ring_inner_radius"), &ParticleProcessMaterial::get_emission_ring_inner_radius);
	ClassDB::bind_method(D_METHOD("get_turbulence_enabled"), &ParticleProcessMaterial::get_turbulence_enabled);
	ClassDB::bind_method(D_METHOD("set_turbulence_enabled", "turbulence_enabled"), &ParticleProcessMaterial::set_turbulence_enabled);
	ClassDB::bind_method(D_METHOD("get_turbulence_noise_strength"), &ParticleProcessMaterial::get_turbulence_noise_strength);
	ClassDB::bind_method(D_METHOD("set_turbulence_noise_strength", "turbulence_noise_strength"), &ParticleProcessMaterial::set_turbulence_noise_strength);
	ClassDB::bind_method(D_METHOD("get_turbulence_noise_scale"), &ParticleProcessMaterial::get_turbulence_noise_scale);
	ClassDB::bind_method(D_METHOD("set_turbulence_noise_scale", "turbulence_noise_scale"), &ParticleProcessMaterial::set_turbulence_noise_scale);
	ClassDB::bind_method(D_METHOD("get_turbulence_noise_speed_random"), &ParticleProcessMaterial::get_turbulence_noise_speed_random);
	ClassDB::bind_method(D_METHOD("set_turbulence_noise_speed_random", "turbulence_noise_speed_random"), &ParticleProcessMaterial::set_turbulence_noise_speed_random);