### Godot version

4.1.dev3.official [a67d37f]

### System information

Windows 11 [Vulkan]

### Issue description

The work performed in #77154 drastically changed the visual characteristics of particle turbulence.  I am no longer able to get the same "turbulent" behaviour that existed before these changes - no matter which turbulence settings I change.  Please let me know if there's something I'm missing about the new implementation that would give this result.

![image](https://github.com/godotengine/godot/assets/8756569/05a338a3-140b-4353-ae11-62ec9714b3d1)


### Steps to reproduce

To reproduce this is fairly simple:

1. Create a GPUParticles2D Node
2. Emit a significant number of particles (I'm emitting 50,000)
3. Set Initial Velocity [Max] to around 250, and Direction Spread to 180.  Enable turbulence
4. Set the turbulence_influence_min property to 0.1 (default) and turbulence_influence_max to 1
5. Observe how the turbulence appears in v4.1.dev3.official with the changes in #77154 versus the previous build without these changes.  The new implementation just results in some minor particle "jitter", but not the actual turbulence that it's supposed to have.


### Minimal reproduction project

No sample project provided, as the reproduction is quite simple to replicate.
code += "	uint alt_seed = hash(base_number + uint(1) + RANDOM_SEED);\n";
	code += "	float angle_rand = rand_from_seed(alt_seed);\n";
	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";
	}
	if (tex_parameters[PARAM_ANGLE].is_valid()) {
		code += "	float tex_angle = textureLod(angle_texture, vec2(0.0, 0.0), 0.0).r;\n";
	} else {
		code += "	float tex_angle = 1.0;\n";
	}
	if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
		code += "	float tex_anim_offset = textureLod(anim_offset_texture, vec2(0.0, 0.0), 0.0).r;\n";
	} else {
		code += "	float tex_anim_offset = 1.0;\n";
	}
	code += "	float spread_rad = spread * degree_to_rad;\n";
	code += "	if (RESTART_VELOCITY) {\n";
	if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
		code += "		float tex_linear_velocity = textureLod(linear_velocity_texture, vec2(0.0, 0.0), 0.0).r;\n";