### 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[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz), normalize(TRANSFORM[2].xyz)));\n";
			code += "		TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz), normalize(TRANSFORM[1].xyz)));\n";
			code += "	} else {\n";
			code += "		TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz), normalize(TRANSFORM[1].xyz)));\n";
			code += "		TRANSFORM[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz), normalize(TRANSFORM[2].xyz)));\n";
			code += "	}\n";
		} else {
			code += "	TRANSFORM[0].xyz = normalize(TRANSFORM[0].xyz);\n";
			code += "	TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n";
			code += "	TRANSFORM[2].xyz = normalize(TRANSFORM[2].xyz);\n";
		}
		
		if (particle_flags[PARTICLE_FLAG_ROTATE_Y]) {
			code += "	vec4 origin = TRANSFORM[3];\n";
			code += "	TRANSFORM = mat4(vec4(cos(CUSTOM.x), 0.0, -sin(CUSTOM.x), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(sin(CUSTOM.x), 0.0, cos(CUSTOM.x), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
			code += "	TRANSFORM[3] = origin;\n";
		}
	}
	if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
		code += "	TRANSFORM[3].z = 0.0;\n";
	}
	
	code += "	float base_scale = mix(scale_min, scale_max, scale_rand);\n";
	code += "	base_scale = sign(base_scale) * max(abs(base_scale), 0.001);\n";
	code += "	TRANSFORM[0].xyz *= base_scale * sign(tex_scale.r) * max(abs(tex_scale.r), 0.001);\n";
	code += "	TRANSFORM[1].xyz *= base_scale * sign(tex_scale.g) * max(abs(tex_scale.g), 0.001);\n";
	code += "	TRANSFORM[2].xyz *= base_scale * sign(tex_scale.b) * max(abs(tex_scale.b), 0.001);\n";
	if (collision_mode == COLLISION_RIGID) {
		code += "	if (COLLIDED) {\n";
		code += "		if (length(VELOCITY) > 3.0) {\n";