### Godot version

4.1.dev3.official [a67d37f]

### System information

Windows 11 [Vulkan]

### Issue description

The work performed in #77154 drastically changed the visual characteristics of particle turbulence.  I am no longer able to get the same "turbulent" behaviour that existed before these changes - no matter which turbulence settings I change.  Please let me know if there's something I'm missing about the new implementation that would give this result.

![image](https://github.com/godotengine/godot/assets/8756569/05a338a3-140b-4353-ae11-62ec9714b3d1)


### Steps to reproduce

To reproduce this is fairly simple:

1. Create a GPUParticles2D Node
2. Emit a significant number of particles (I'm emitting 50,000)
3. Set Initial Velocity [Max] to around 250, and Direction Spread to 180.  Enable turbulence
4. Set the turbulence_influence_min property to 0.1 (default) and turbulence_influence_max to 1
5. Observe how the turbulence appears in v4.1.dev3.official with the changes in #77154 versus the previous build without these changes.  The new implementation just results in some minor particle "jitter", but not the actual turbulence that it's supposed to have.


### Minimal reproduction project

No sample project provided, as the reproduction is quite simple to replicate.
shader_names->emission_texture_color = "emission_texture_color";
	shader_names->emission_ring_axis = "emission_ring_axis";
	shader_names->emission_ring_height = "emission_ring_height";
	shader_names->emission_ring_radius = "emission_ring_radius";
	shader_names->emission_ring_inner_radius = "emission_ring_inner_radius";
	shader_names->turbulence_enabled = "turbulence_enabled";
	shader_names->turbulence_noise_strength = "turbulence_noise_strength";
	shader_names->turbulence_noise_scale = "turbulence_noise_scale";
	shader_names->turbulence_noise_speed = "turbulence_noise_speed";
	shader_names->turbulence_noise_speed_random = "turbulence_noise_speed_random";
	shader_names->turbulence_influence_over_life = "turbulence_influence_over_life";
	shader_names->turbulence_influence_min = "turbulence_influence_min";
	shader_names->turbulence_influence_max = "turbulence_influence_max";
	shader_names->turbulence_initial_displacement_min = "turbulence_initial_displacement_min";
	shader_names->turbulence_initial_displacement_max = "turbulence_initial_displacement_max";
	shader_names->gravity = "gravity";
	shader_names->lifetime_randomness = "lifetime_randomness";
	shader_names->sub_emitter_frequency = "sub_emitter_frequency";
	shader_names->sub_emitter_amount_at_end = "sub_emitter_amount_at_end";
	shader_names->sub_emitter_amount_at_collision = "sub_emitter_amount_at_collision";
	shader_names->sub_emitter_keep_velocity = "sub_emitter_keep_velocity";
	shader_names->collision_friction = "collision_friction";
	shader_names->collision_bounce = "collision_bounce";
}
void ParticleProcessMaterial::finish_shaders() {
	memdelete(dirty_materials);
	dirty_materials = nullptr;
	memdelete(shader_names);
}
void ParticleProcessMaterial::_update_shader() {