### 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
} else {
		code += "	float tex_anim_speed = 1.0;\n";
	}
	if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
		code += "	float tex_anim_offset = textureLod(anim_offset_texture, vec2(tv, 0.0), 0.0).r;\n";
	} else {
		code += "	float tex_anim_offset = 1.0;\n";
	}
	code += "	vec3 force = gravity;\n";
	code += "	vec3 pos = TRANSFORM[3].xyz;\n";
	if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
		code += "	pos.z = 0.0;\n";
	}
	code += "	// apply linear acceleration\n";
	code += "	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);\n";
	code += "	// apply radial acceleration\n";
	code += "	vec3 org = EMISSION_TRANSFORM[3].xyz;\n";
	code += "	vec3 diff = pos - org;\n";
	code += "	force += length(diff) > 0.0 ? normalize(diff) * tex_radial_accel * mix(radial_accel_min, radial_accel_max, rand_from_seed(alt_seed)) : vec3(0.0);\n";
	code += "	// apply tangential acceleration;\n";
	code += "	float tangent_accel_val = tex_tangent_accel * mix(tangent_accel_min, tangent_accel_max, rand_from_seed(alt_seed));\n";
	if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
		code += "	force += length(diff.yx) > 0.0 ? vec3(normalize(diff.yx * vec2(-1.0, 1.0)), 0.0) * tangent_accel_val : vec3(0.0);\n";
	} else {
		code += "	vec3 crossDiff = cross(normalize(diff), normalize(gravity));\n";
		code += "	force += length(crossDiff) > 0.0 ? normalize(crossDiff) * tangent_accel_val : vec3(0.0);\n";
	}
	if (attractor_interaction_enabled) {
		code += "	force += ATTRACTOR_FORCE;\n\n";
	}