### 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
emission_color_texture = p_colors;
	RID tex_rid = p_colors.is_valid() ? p_colors->get_rid() : RID();
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_color, tex_rid);
	_queue_shader_change();
}
void ParticleProcessMaterial::set_emission_point_count(int p_count) {
	emission_point_count = p_count;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_point_count, p_count);
}
void ParticleProcessMaterial::set_emission_ring_axis(Vector3 p_axis) {
	emission_ring_axis = p_axis;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_axis, p_axis);
}
void ParticleProcessMaterial::set_emission_ring_height(real_t p_height) {
	emission_ring_height = p_height;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_height, p_height);
}
void ParticleProcessMaterial::set_emission_ring_radius(real_t p_radius) {
	emission_ring_radius = p_radius;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_radius, p_radius);
}
void ParticleProcessMaterial::set_emission_ring_inner_radius(real_t p_radius) {
	emission_ring_inner_radius = p_radius;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ring_inner_radius, p_radius);
}
ParticleProcessMaterial::EmissionShape ParticleProcessMaterial::get_emission_shape() const {
	return emission_shape;
}
real_t ParticleProcessMaterial::get_emission_sphere_radius() const {