### 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
dirty_materials = memnew(SelfList<ParticleProcessMaterial>::List);
	shader_names = memnew(ShaderNames);
	shader_names->direction = "direction";
	shader_names->spread = "spread";
	shader_names->flatness = "flatness";
	shader_names->initial_linear_velocity_min = "initial_linear_velocity_min";
	shader_names->initial_angle_min = "initial_angle_min";
	shader_names->angular_velocity_min = "angular_velocity_min";
	shader_names->orbit_velocity_min = "orbit_velocity_min";
	shader_names->linear_accel_min = "linear_accel_min";
	shader_names->radial_accel_min = "radial_accel_min";
	shader_names->tangent_accel_min = "tangent_accel_min";
	shader_names->damping_min = "damping_min";
	shader_names->scale_min = "scale_min";
	shader_names->hue_variation_min = "hue_variation_min";
	shader_names->anim_speed_min = "anim_speed_min";
	shader_names->anim_offset_min = "anim_offset_min";
	shader_names->initial_linear_velocity_max = "initial_linear_velocity_max";
	shader_names->initial_angle_max = "initial_angle_max";
	shader_names->angular_velocity_max = "angular_velocity_max";
	shader_names->orbit_velocity_max = "orbit_velocity_max";
	shader_names->linear_accel_max = "linear_accel_max";
	shader_names->radial_accel_max = "radial_accel_max";
	shader_names->tangent_accel_max = "tangent_accel_max";
	shader_names->damping_max = "damping_max";
	shader_names->scale_max = "scale_max";
	shader_names->hue_variation_max = "hue_variation_max";
	shader_names->anim_speed_max = "anim_speed_max";