### 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
BIND_ENUM_CONSTANT(PARAM_TURB_INIT_DISPLACEMENT);
	BIND_ENUM_CONSTANT(PARAM_TURB_INFLUENCE_OVER_LIFE);
	BIND_ENUM_CONSTANT(SUB_EMITTER_DISABLED);
	BIND_ENUM_CONSTANT(SUB_EMITTER_CONSTANT);
	BIND_ENUM_CONSTANT(SUB_EMITTER_AT_END);
	BIND_ENUM_CONSTANT(SUB_EMITTER_AT_COLLISION);
	BIND_ENUM_CONSTANT(SUB_EMITTER_MAX);
	BIND_ENUM_CONSTANT(COLLISION_DISABLED);
	BIND_ENUM_CONSTANT(COLLISION_RIGID);
	BIND_ENUM_CONSTANT(COLLISION_HIDE_ON_CONTACT);
	BIND_ENUM_CONSTANT(COLLISION_MAX);
}
ParticleProcessMaterial::ParticleProcessMaterial() :
		element(this) {
	set_direction(Vector3(1, 0, 0));
	set_spread(45);
	set_flatness(0);
	set_param_min(PARAM_INITIAL_LINEAR_VELOCITY, 0);
	set_param_min(PARAM_ANGULAR_VELOCITY, 0);
	set_param_min(PARAM_ORBIT_VELOCITY, 0);
	set_param_min(PARAM_LINEAR_ACCEL, 0);
	set_param_min(PARAM_RADIAL_ACCEL, 0);
	set_param_min(PARAM_TANGENTIAL_ACCEL, 0);
	set_param_min(PARAM_DAMPING, 0);
	set_param_min(PARAM_ANGLE, 0);
	set_param_min(PARAM_SCALE, 1);
	set_param_min(PARAM_HUE_VARIATION, 0);
	set_param_min(PARAM_ANIM_SPEED, 0);
	set_param_min(PARAM_ANIM_OFFSET, 0);
	set_param_max(PARAM_INITIAL_LINEAR_VELOCITY, 0);