### 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.
} else {
			code += "	float tex_orbit_velocity = 1.0;\n";
		}
	}
	if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) {
		code += "	float tex_angular_velocity = textureLod(angular_velocity_texture, vec2(tv, 0.0), 0.0).r;\n";
	} else {
		code += "	float tex_angular_velocity = 1.0;\n";
	}
	if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid()) {
		code += "	float tex_linear_accel = textureLod(linear_accel_texture, vec2(tv, 0.0), 0.0).r;\n";
	} else {
		code += "	float tex_linear_accel = 1.0;\n";
	}
	if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid()) {
		code += "	float tex_radial_accel = textureLod(radial_accel_texture, vec2(tv, 0.0), 0.0).r;\n";
	} else {
		code += "	float tex_radial_accel = 1.0;\n";
	}
	if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid()) {
		code += "	float tex_tangent_accel = textureLod(tangent_accel_texture, vec2(tv, 0.0), 0.0).r;\n";
	} else {
		code += "	float tex_tangent_accel = 1.0;\n";
	}
	if (tex_parameters[PARAM_DAMPING].is_valid()) {
		code += "	float tex_damping = textureLod(damping_texture, vec2(tv, 0.0), 0.0).r;\n";
	} else {
		code += "	float tex_damping = 1.0;\n";
	}
	if (tex_parameters[PARAM_ANGLE].is_valid()) {