### 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 += "uniform float anim_offset_min;\n";
	code += "uniform float initial_linear_velocity_max;\n";
	code += "uniform float initial_angle_max;\n";
	code += "uniform float angular_velocity_max;\n";
	code += "uniform float orbit_velocity_max;\n";
	code += "uniform float linear_accel_max;\n";
	code += "uniform float radial_accel_max;\n";
	code += "uniform float tangent_accel_max;\n";
	code += "uniform float damping_max;\n";
	code += "uniform float scale_max;\n";
	code += "uniform float hue_variation_max;\n";
	code += "uniform float anim_speed_max;\n";
	code += "uniform float anim_offset_max;\n";
	code += "uniform float lifetime_randomness;\n";
	switch (emission_shape) {
		case EMISSION_SHAPE_POINT: {
			
		} break;
		case EMISSION_SHAPE_SPHERE: {
			code += "uniform float emission_sphere_radius;\n";
		} break;
		case EMISSION_SHAPE_SPHERE_SURFACE: {
			code += "uniform float emission_sphere_radius;\n";
		} break;
		case EMISSION_SHAPE_BOX: {
			code += "uniform vec3 emission_box_extents;\n";
		} break;
		case EMISSION_SHAPE_DIRECTED_POINTS: {
			code += "uniform sampler2D emission_texture_normal : hint_default_black;\n";
			[[fallthrough]];