### 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 += "			TRANSFORM[3].xyz += COLLISION_NORMAL * COLLISION_DEPTH;\n";
		code += "			VELOCITY -= COLLISION_NORMAL * dot(COLLISION_NORMAL, VELOCITY) * (1.0 + collision_bounce);\n";
		code += "			VELOCITY = mix(VELOCITY,vec3(0.0),clamp(collision_friction, 0.0, 1.0));\n";
		code += "		} else {\n";
		code += "			VELOCITY = vec3(0.0);\n";
		
		if (turbulence_enabled) {
			code += "			noise_direction = vec3(1.0, 0.0, 0.0);\n";
		}
		code += "		}\n";
		code += "	}\n";
	} else if (collision_mode == COLLISION_HIDE_ON_CONTACT) {
		code += "	if (COLLIDED) {\n";
		code += "		ACTIVE = false;\n";
		code += "	}\n";
	}
	if (sub_emitter_mode != SUB_EMITTER_DISABLED && !RenderingServer::get_singleton()->is_low_end()) {
		code += "	int emit_count = 0;\n";
		switch (sub_emitter_mode) {
			case SUB_EMITTER_CONSTANT: {
				code += "	float interval_from = CUSTOM.y * LIFETIME - DELTA;\n";
				code += "	float interval_rem = sub_emitter_frequency - mod(interval_from,sub_emitter_frequency);\n";
				code += "	if (DELTA >= interval_rem) emit_count = 1;\n";
			} break;
			case SUB_EMITTER_AT_COLLISION: {
				code += "	if (COLLIDED) emit_count = sub_emitter_amount_at_collision;\n";
			} break;
			case SUB_EMITTER_AT_END: {
				code += "	float unit_delta = DELTA/LIFETIME;\n";
				code += "	float end_time = CUSTOM.w * 0.95;\n";