### 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 += "	float scale_rand = rand_from_seed(alt_seed);\n";
	code += "	float hue_rot_rand = rand_from_seed(alt_seed);\n";
	code += "	float anim_offset_rand = rand_from_seed(alt_seed);\n";
	if (color_initial_ramp.is_valid()) {
		code += "	float color_initial_rand = rand_from_seed(alt_seed);\n";
	}
	code += "	float pi = 3.14159;\n";
	code += "	float degree_to_rad = pi / 180.0;\n";
	code += "\n";
	if (emission_shape == EMISSION_SHAPE_POINTS || emission_shape == EMISSION_SHAPE_DIRECTED_POINTS) {
		code += "	int point = min(emission_texture_point_count - 1, int(rand_from_seed(alt_seed) * float(emission_texture_point_count)));\n";
		code += "	ivec2 emission_tex_size = textureSize(emission_texture_points, 0);\n";
		code += "	ivec2 emission_tex_ofs = ivec2(point % emission_tex_size.x, point / emission_tex_size.x);\n";
	}
	code += "	CUSTOM.y += DELTA / LIFETIME;\n";
	code += "	float tv = CUSTOM.y / CUSTOM.w;\n";
	if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
		code += "	float tex_linear_velocity = textureLod(linear_velocity_texture, vec2(tv, 0.0), 0.0).r;\n";
	} else {
		code += "	float tex_linear_velocity = 1.0;\n";
	}
	if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
		if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid()) {
			code += "	float tex_orbit_velocity = textureLod(orbit_velocity_texture, vec2(tv, 0.0), 0.0).r;\n";
		} else {
			code += "	float tex_orbit_velocity = 1.0;\n";
		}
	}
	if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) {
		code += "	float tex_angular_velocity = textureLod(angular_velocity_texture, vec2(tv, 0.0), 0.0).r;\n";