### 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
}
		case EMISSION_SHAPE_POINTS: {
			code += "uniform sampler2D emission_texture_points : hint_default_black;\n";
			code += "uniform int emission_texture_point_count;\n";
			if (emission_color_texture.is_valid()) {
				code += "uniform sampler2D emission_texture_color : hint_default_white;\n";
			}
		} break;
		case EMISSION_SHAPE_RING: {
			code += "uniform vec3 " + shader_names->emission_ring_axis + ";\n";
			code += "uniform float " + shader_names->emission_ring_height + ";\n";
			code += "uniform float " + shader_names->emission_ring_radius + ";\n";
			code += "uniform float " + shader_names->emission_ring_inner_radius + ";\n";
		} break;
		case EMISSION_SHAPE_MAX: { 
			break;
		}
	}
	if (sub_emitter_mode != SUB_EMITTER_DISABLED && !RenderingServer::get_singleton()->is_low_end()) {
		if (sub_emitter_mode == SUB_EMITTER_CONSTANT) {
			code += "uniform float sub_emitter_frequency;\n";
		}
		if (sub_emitter_mode == SUB_EMITTER_AT_END) {
			code += "uniform int sub_emitter_amount_at_end;\n";
		}
		if (sub_emitter_mode == SUB_EMITTER_AT_COLLISION) {
			code += "uniform int sub_emitter_amount_at_collision;\n";
		}
		code += "uniform bool sub_emitter_keep_velocity;\n";
	}