### 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
set_sub_emitter_frequency(4);
	set_sub_emitter_amount_at_end(1);
	set_sub_emitter_amount_at_collision(1);
	set_sub_emitter_keep_velocity(false);
	set_attractor_interaction_enabled(true);
	set_collision_mode(COLLISION_DISABLED);
	set_collision_bounce(0.0);
	set_collision_friction(0.0);
	set_collision_use_scale(false);
	for (int i = 0; i < PARTICLE_FLAG_MAX; i++) {
		particle_flags[i] = false;
	}
	set_color(Color(1, 1, 1, 1));
	current_key.invalid_key = 1;
	_mark_initialized(callable_mp(this, &ParticleProcessMaterial::_queue_shader_change));
}
ParticleProcessMaterial::~ParticleProcessMaterial() {
	ERR_FAIL_NULL(RenderingServer::get_singleton());
	MutexLock lock(material_mutex);
	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);
			shader_map.erase(current_key);
		}
		RS::get_singleton()->material_set_shader(_get_material(), RID());
	}
}