### 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 += "		{\n";
		code += "			float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
		code += "			float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n";
		code += "			vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n";
		code += "			vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n";
		code += "			direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n";
		code += "			vec3 spread_direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n";
		code += "			vec3 direction_nrm = length(direction) > 0.0 ? normalize(direction) : vec3(0.0, 0.0, 1.0);\n";
		code += "			// rotate spread to direction\n";
		code += "			vec3 binormal = cross(vec3(0.0, 1.0, 0.0), direction_nrm);\n";
		code += "			if (length(binormal) < 0.0001) {\n";
		code += "				// direction is parallel to Y. Choose Z as the binormal.\n";
		code += "				binormal = vec3(0.0, 0.0, 1.0);\n";
		code += "			}\n";
		code += "			binormal = normalize(binormal);\n";
		code += "			vec3 normal = cross(binormal, direction_nrm);\n";
		code += "			spread_direction = binormal * spread_direction.x + normal * spread_direction.y + direction_nrm * spread_direction.z;\n";
		code += "			VELOCITY = spread_direction * mix(initial_linear_velocity_min, initial_linear_velocity_max,rand_from_seed(alt_seed));\n";
		code += "		}\n";
	}
	code += "	}\n";
	code += "	float base_angle = (tex_angle) * mix(initial_angle_min, initial_angle_max, angle_rand);\n";
	code += "	CUSTOM.x = base_angle * degree_to_rad;\n"; 
	code += "	CUSTOM.y = 0.0;\n"; 
	code += "	CUSTOM.w = (1.0 - lifetime_randomness * rand_from_seed(alt_seed));\n";
	code += "	CUSTOM.z = (tex_anim_offset) * mix(anim_offset_min, anim_offset_max, anim_offset_rand);\n\n"; 
	code += "	if (RESTART_ROT_SCALE) {\n";
	code += "		TRANSFORM[0].xyz = vec3(1.0, 0.0, 0.0);\n";
	code += "		TRANSFORM[1].xyz = vec3(0.0, 1.0, 0.0);\n";