### 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
if (turbulence_color_ramp.is_valid()) {
			code += "uniform sampler2D turbulence_color_ramp;\n";
		}
		code += "\n";
		
		code += "\n\n";
		code += "vec4 grad(vec4 p) {\n";
		code += "	p = fract(vec4(\n";
		code += "		dot(p, vec4(0.143081, 0.001724, 0.280166, 0.262771)),\n";
		code += "		dot(p, vec4(0.645401, -0.047791, -0.146698, 0.595016)),\n";
		code += "		dot(p, vec4(-0.499665, -0.095734, 0.425674, -0.207367)),\n";
		code += "		dot(p, vec4(-0.013596, -0.848588, 0.423736, 0.17044))));\n";
		code += "	return fract((p.xyzw * p.yzwx) * 2365.952041) * 2.0 - 1.0;\n";
		code += "}\n";
		code += "float noise(vec4 coord) {\n";
		code += "	// Domain rotation to improve the look of XYZ slices + animation patterns.\n";
		code += "	coord = vec4(\n";
		code += "		coord.xyz + dot(coord, vec4(vec3(-0.1666667), -0.5)),\n";
		code += "		dot(coord, vec4(0.5)));\n\n";
		code += "	vec4 base = floor(coord), delta = coord - base;\n\n";
		code += "	vec4 grad_0000 = grad(base + vec4(0.0, 0.0, 0.0, 0.0)), grad_1000 = grad(base + vec4(1.0, 0.0, 0.0, 0.0));\n";
		code += "	vec4 grad_0100 = grad(base + vec4(0.0, 1.0, 0.0, 0.0)), grad_1100 = grad(base + vec4(1.0, 1.0, 0.0, 0.0));\n";
		code += "	vec4 grad_0010 = grad(base + vec4(0.0, 0.0, 1.0, 0.0)), grad_1010 = grad(base + vec4(1.0, 0.0, 1.0, 0.0));\n";
		code += "	vec4 grad_0110 = grad(base + vec4(0.0, 1.0, 1.0, 0.0)), grad_1110 = grad(base + vec4(1.0, 1.0, 1.0, 0.0));\n";
		code += "	vec4 grad_0001 = grad(base + vec4(0.0, 0.0, 0.0, 1.0)), grad_1001 = grad(base + vec4(1.0, 0.0, 0.0, 1.0));\n";
		code += "	vec4 grad_0101 = grad(base + vec4(0.0, 1.0, 0.0, 1.0)), grad_1101 = grad(base + vec4(1.0, 1.0, 0.0, 1.0));\n";
		code += "	vec4 grad_0011 = grad(base + vec4(0.0, 0.0, 1.0, 1.0)), grad_1011 = grad(base + vec4(1.0, 0.0, 1.0, 1.0));\n";
		code += "	vec4 grad_0111 = grad(base + vec4(0.0, 1.0, 1.0, 1.0)), grad_1111 = grad(base + vec4(1.0, 1.0, 1.0, 1.0));\n\n";
		code += "	vec4 result_0123 = vec4(\n";
		code += "		dot(delta - vec4(0.0, 0.0, 0.0, 0.0), grad_0000), dot(delta - vec4(1.0, 0.0, 0.0, 0.0), grad_1000),\n";