### 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.
code += "uniform float emission_sphere_radius;\n";
		} break;
		case EMISSION_SHAPE_SPHERE_SURFACE: {
			code += "uniform float emission_sphere_radius;\n";
		} break;
		case EMISSION_SHAPE_BOX: {
			code += "uniform vec3 emission_box_extents;\n";
		} break;
		case EMISSION_SHAPE_DIRECTED_POINTS: {
			code += "uniform sampler2D emission_texture_normal : hint_default_black;\n";
			[[fallthrough]];
		}
		case EMISSION_SHAPE_POINTS: {
			code += "uniform sampler2D emission_texture_points : hint_default_black;\n";
			code += "uniform int emission_texture_point_count;\n";
			if (emission_color_texture.is_valid()) {
				code += "uniform sampler2D emission_texture_color : hint_default_white;\n";
			}
		} break;
		case EMISSION_SHAPE_RING: {
			code += "uniform vec3 " + shader_names->emission_ring_axis + ";\n";
			code += "uniform float " + shader_names->emission_ring_height + ";\n";
			code += "uniform float " + shader_names->emission_ring_radius + ";\n";
			code += "uniform float " + shader_names->emission_ring_inner_radius + ";\n";
		} break;
		case EMISSION_SHAPE_MAX: { 
			break;
		}
	}
	if (sub_emitter_mode != SUB_EMITTER_DISABLED) {