### 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[2].xyz = vec3(0.0, 0.0, 1.0);\n";
	code += "	}\n\n";
	code += "	if (RESTART_POSITION) {\n";
	switch (emission_shape) {
		case EMISSION_SHAPE_POINT: {
			
			code += "		TRANSFORM[3].xyz = vec3(0.0, 0.0, 0.0);\n";
		} break;
		case EMISSION_SHAPE_SPHERE: {
			code += "		float s = rand_from_seed(alt_seed) * 2.0 - 1.0;\n";
			code += "		float t = rand_from_seed(alt_seed) * 2.0 * pi;\n";
			code += "		float p = rand_from_seed(alt_seed);\n";
			code += "		float radius = emission_sphere_radius * sqrt(1.0 - s * s);\n";
			code += "		TRANSFORM[3].xyz = mix(vec3(0.0, 0.0, 0.0), vec3(radius * cos(t), radius * sin(t), emission_sphere_radius * s), p);\n";
		} break;
		case EMISSION_SHAPE_SPHERE_SURFACE: {
			code += "		float s = rand_from_seed(alt_seed) * 2.0 - 1.0;\n";
			code += "		float t = rand_from_seed(alt_seed) * 2.0 * pi;\n";
			code += "		float radius = emission_sphere_radius * sqrt(1.0 - s * s);\n";
			code += "		TRANSFORM[3].xyz = vec3(radius * cos(t), radius * sin(t), emission_sphere_radius * s);\n";
		} break;
		case EMISSION_SHAPE_BOX: {
			code += "		TRANSFORM[3].xyz = vec3(rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0 - 1.0) * emission_box_extents;\n";
		} break;
		case EMISSION_SHAPE_POINTS:
		case EMISSION_SHAPE_DIRECTED_POINTS: {
			code += "		TRANSFORM[3].xyz = texelFetch(emission_texture_points, emission_tex_ofs, 0).xyz;\n";
			if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS) {
				if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
					code += "		{\n";