### 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 += "	if (CUSTOM.y < end_time && (CUSTOM.y + unit_delta) >= end_time) emit_count = sub_emitter_amount_at_end;\n";
			} break;
			default: {
			}
		}
		code += "	for(int i=0;i<emit_count;i++) {\n";
		code += "		uint flags = FLAG_EMIT_POSITION|FLAG_EMIT_ROT_SCALE;\n";
		code += "		if (sub_emitter_keep_velocity) flags|=FLAG_EMIT_VELOCITY;\n";
		code += "		emit_subparticle(TRANSFORM,VELOCITY,vec4(0.0),vec4(0.0),flags);\n";
		code += "	}";
	}
	code += "	if (CUSTOM.y > CUSTOM.w) {\n";
	code += "		ACTIVE = false;\n";
	code += "	}\n";
	code += "}\n";
	code += "\n";
	ShaderData shader_data;
	shader_data.shader = RS::get_singleton()->shader_create();
	shader_data.users = 1;
	RS::get_singleton()->shader_set_code(shader_data.shader, code);
	shader_map[mk] = shader_data;
	RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
}
void ParticleProcessMaterial::flush_changes() {
	MutexLock lock(material_mutex);
	while (dirty_materials->first()) {
		dirty_materials->first()->self()->_update_shader();
	}
}
void ParticleProcessMaterial::_queue_shader_change() {