### 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 += "	\n";
	code += "	// orbit velocity\n";
	if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
		code += "	float orbit_amount = tex_orbit_velocity * mix(orbit_velocity_min, orbit_velocity_max, rand_from_seed(alt_seed));\n";
		code += "	if (orbit_amount != 0.0) {\n";
		code += "	     float ang = orbit_amount * DELTA * pi * 2.0;\n";
		code += "	     mat2 rot = mat2(vec2(cos(ang), -sin(ang)), vec2(sin(ang), cos(ang)));\n";
		code += "	     TRANSFORM[3].xy -= diff.xy;\n";
		code += "	     TRANSFORM[3].xy += rot * diff.xy;\n";
		code += "	}\n";
	}
	code += "	float dmp = mix(damping_min, damping_max, rand_from_seed(alt_seed));\n";
	code += "	if (dmp * tex_damping > 0.0) {\n";
	code += "		float v = length(VELOCITY);\n";
	code += "		float damp = tex_damping * dmp;\n";
	code += "		v -= damp * DELTA;\n";
	code += "		if (v < 0.0) {\n";
	code += "			VELOCITY = vec3(0.0);\n";
	code += "		} else {\n";
	code += "			VELOCITY = normalize(VELOCITY) * v;\n";
	code += "		}\n";
	code += "	}\n";
	code += "	float base_angle = (tex_angle) * mix(initial_angle_min, initial_angle_max, angle_rand);\n";
	code += "	base_angle += CUSTOM.y * LIFETIME * (tex_angular_velocity) * mix(angular_velocity_min,angular_velocity_max, rand_from_seed(alt_seed));\n";
	code += "	CUSTOM.x = base_angle * degree_to_rad;\n"; 
	code += "	CUSTOM.z = (tex_anim_offset) * mix(anim_offset_min, anim_offset_max, rand_from_seed(alt_seed)) + tv * tex_anim_speed * mix(anim_speed_min, anim_speed_max, rand_from_seed(alt_seed));\n"; 
	
	
	if (tex_parameters[PARAM_SCALE].is_valid()) {