### 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
collision_bounce = p_bounce;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->collision_bounce, p_bounce);
}
float ParticleProcessMaterial::get_collision_bounce() const {
	return collision_bounce;
}
Shader::Mode ParticleProcessMaterial::get_shader_mode() const {
	return Shader::MODE_PARTICLES;
}
void ParticleProcessMaterial::_bind_methods() {
	ClassDB::bind_method(D_METHOD("set_direction", "degrees"), &ParticleProcessMaterial::set_direction);
	ClassDB::bind_method(D_METHOD("get_direction"), &ParticleProcessMaterial::get_direction);
	ClassDB::bind_method(D_METHOD("set_spread", "degrees"), &ParticleProcessMaterial::set_spread);
	ClassDB::bind_method(D_METHOD("get_spread"), &ParticleProcessMaterial::get_spread);
	ClassDB::bind_method(D_METHOD("set_flatness", "amount"), &ParticleProcessMaterial::set_flatness);
	ClassDB::bind_method(D_METHOD("get_flatness"), &ParticleProcessMaterial::get_flatness);
	ClassDB::bind_method(D_METHOD("set_param_min", "param", "value"), &ParticleProcessMaterial::set_param_min);
	ClassDB::bind_method(D_METHOD("get_param_min", "param"), &ParticleProcessMaterial::get_param_min);
	ClassDB::bind_method(D_METHOD("set_param_max", "param", "value"), &ParticleProcessMaterial::set_param_max);
	ClassDB::bind_method(D_METHOD("get_param_max", "param"), &ParticleProcessMaterial::get_param_max);
	ClassDB::bind_method(D_METHOD("set_param_texture", "param", "texture"), &ParticleProcessMaterial::set_param_texture);
	ClassDB::bind_method(D_METHOD("get_param_texture", "param"), &ParticleProcessMaterial::get_param_texture);
	ClassDB::bind_method(D_METHOD("set_color", "color"), &ParticleProcessMaterial::set_color);
	ClassDB::bind_method(D_METHOD("get_color"), &ParticleProcessMaterial::get_color);
	ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp"), &ParticleProcessMaterial::set_color_ramp);
	ClassDB::bind_method(D_METHOD("get_color_ramp"), &ParticleProcessMaterial::get_color_ramp);
	ClassDB::bind_method(D_METHOD("set_color_initial_ramp", "ramp"), &ParticleProcessMaterial::set_color_initial_ramp);
	ClassDB::bind_method(D_METHOD("get_color_initial_ramp"), &ParticleProcessMaterial::get_color_initial_ramp);
	ClassDB::bind_method(D_METHOD("set_particle_flag", "particle_flag", "enable"), &ParticleProcessMaterial::set_particle_flag);
	ClassDB::bind_method(D_METHOD("get_particle_flag", "particle_flag"), &ParticleProcessMaterial::get_particle_flag);