### 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 += "	// apply attractor forces\n";
	code += "	VELOCITY += force * DELTA;\n";
	if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
		code += "	VELOCITY = normalize(VELOCITY) * tex_linear_velocity;\n";
	}
	
	if (turbulence_enabled) {
		code += "	// apply turbulence\n";
		if (tex_parameters[PARAM_TURB_INFLUENCE_OVER_LIFE].is_valid()) {
			code += "	float turbulence_influence = textureLod(turbulence_influence_over_life, vec2(tv, 0.0), 0.0).r;\n";
		} else {
			code += "	const float turbulence_influence = 1.0;\n";
		}
		code += "	\n";
		code += "	vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz);\n";
		
		
		
		String extra_tab = "";
		if (collision_mode != COLLISION_RIGID) {
			code += "	if (!COLLIDED) {\n";
			extra_tab = "	";
		}
		code += extra_tab + "	\n";
		code += extra_tab + "	float vel_mag = length(VELOCITY);\n";
		code += extra_tab + "	float vel_infl = clamp(mix(turbulence_influence_min, turbulence_influence_max, rand_from_seed(alt_seed)) * turbulence_influence, 0.0, 1.0);\n";
		code += extra_tab + "	VELOCITY = mix(VELOCITY, normalize(noise_direction) * vel_mag * (1.0 + (1.0 - vel_infl) * 0.2), vel_infl);\n";
		if (collision_mode != COLLISION_RIGID) {
			code += "	}";
		}