### 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
turbulence_noise_speed_random = p_turbulence_noise_speed_random;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_speed_random, p_turbulence_noise_speed_random);
}
float ParticleProcessMaterial::get_turbulence_noise_speed_random() const {
	return turbulence_noise_speed_random;
}
void ParticleProcessMaterial::set_turbulence_noise_speed(const Vector3 &p_turbulence_noise_speed) {
	turbulence_noise_speed = p_turbulence_noise_speed;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_speed, turbulence_noise_speed);
}
Vector3 ParticleProcessMaterial::get_turbulence_noise_speed() const {
	return turbulence_noise_speed;
}
void ParticleProcessMaterial::set_gravity(const Vector3 &p_gravity) {
	gravity = p_gravity;
	Vector3 gset = gravity;
	if (gset == Vector3()) {
		gset = Vector3(0, -0.000001, 0); 
	}
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->gravity, gset);
}
Vector3 ParticleProcessMaterial::get_gravity() const {
	return gravity;
}
void ParticleProcessMaterial::set_lifetime_randomness(double p_lifetime) {
	lifetime_randomness = p_lifetime;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->lifetime_randomness, lifetime_randomness);
}
double ParticleProcessMaterial::get_lifetime_randomness() const {