### Godot version

4.1.dev3.official [a67d37f]

### System information

Windows 11 [Vulkan]

### Issue description

The work performed in #77154 drastically changed the visual characteristics of particle turbulence.  I am no longer able to get the same "turbulent" behaviour that existed before these changes - no matter which turbulence settings I change.  Please let me know if there's something I'm missing about the new implementation that would give this result.

![image](https://github.com/godotengine/godot/assets/8756569/05a338a3-140b-4353-ae11-62ec9714b3d1)


### Steps to reproduce

To reproduce this is fairly simple:

1. Create a GPUParticles2D Node
2. Emit a significant number of particles (I'm emitting 50,000)
3. Set Initial Velocity [Max] to around 250, and Direction Spread to 180.  Enable turbulence
4. Set the turbulence_influence_min property to 0.1 (default) and turbulence_influence_max to 1
5. Observe how the turbulence appears in v4.1.dev3.official with the changes in #77154 versus the previous build without these changes.  The new implementation just results in some minor particle "jitter", but not the actual turbulence that it's supposed to have.


### Minimal reproduction project

No sample project provided, as the reproduction is quite simple to replicate.
} else {
		code += "		float tex_linear_velocity = 1.0;\n";
	}
	if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
		code += "		{\n";
		code += "			float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
		code += "			angle1_rad += direction.x != 0.0 ? atan(direction.y, direction.x) : sign(direction.y) * (pi / 2.0);\n";
		code += "			vec3 rot = vec3(cos(angle1_rad), sin(angle1_rad), 0.0);\n";
		code += "			VELOCITY = rot * mix(initial_linear_velocity_min,initial_linear_velocity_max, rand_from_seed(alt_seed));\n";
		code += "		}\n";
	} else {
		
		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";