### 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 += "			mat2 rotm;";
					code += "			rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;\n";
					code += "			rotm[1] = rotm[0].yx * vec2(1.0, -1.0);\n";
					code += "			if (RESTART_VELOCITY) VELOCITY.xy = rotm * VELOCITY.xy;\n";
					code += "		}\n";
				} else {
					code += "		{\n";
					code += "			vec3 normal = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xyz;\n";
					code += "			vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);\n";
					code += "			vec3 tangent = normalize(cross(v0, normal));\n";
					code += "			vec3 bitangent = normalize(cross(tangent, normal));\n";
					code += "			if (RESTART_VELOCITY) VELOCITY = mat3(tangent, bitangent, normal) * VELOCITY;\n";
					code += "		}\n";
				}
			}
		} break;
		case EMISSION_SHAPE_RING: {
			code += "		float ring_spawn_angle = rand_from_seed(alt_seed) * 2.0 * pi;\n";
			code += "		float ring_random_radius = rand_from_seed(alt_seed) * (emission_ring_radius - emission_ring_inner_radius) + emission_ring_inner_radius;\n";
			code += "		vec3 axis = normalize(emission_ring_axis);\n";
			code += "		vec3 ortho_axis = vec3(0.0);\n";
			code += "		if (axis == vec3(1.0, 0.0, 0.0)) {\n";
			code += "			ortho_axis = cross(axis, vec3(0.0, 1.0, 0.0));\n";
			code += "		} else {\n";
			code += " 			ortho_axis = cross(axis, vec3(1.0, 0.0, 0.0));\n";
			code += "		}\n";
			code += "		ortho_axis = normalize(ortho_axis);\n";
			code += "		float s = sin(ring_spawn_angle);\n";
			code += "		float c = cos(ring_spawn_angle);\n";
			code += "		float oc = 1.0 - c;\n";