### 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 += "	base_angle += CUSTOM.y * LIFETIME * (tex_angular_velocity) * mix(angular_velocity_min,angular_velocity_max, rand_from_seed(alt_seed));\n";
	code += "	CUSTOM.x = base_angle * degree_to_rad;\n"; 
	code += "	CUSTOM.z = (tex_anim_offset) * mix(anim_offset_min, anim_offset_max, rand_from_seed(alt_seed)) + tv * tex_anim_speed * mix(anim_speed_min, anim_speed_max, rand_from_seed(alt_seed));\n"; 
	
	
	if (tex_parameters[PARAM_SCALE].is_valid()) {
		code += "	vec3 tex_scale = textureLod(scale_texture, vec2(tv, 0.0), 0.0).rgb;\n";
	} else {
		code += "	vec3 tex_scale = vec3(1.0);\n";
	}
	if (tex_parameters[PARAM_HUE_VARIATION].is_valid()) {
		code += "	float tex_hue_variation = textureLod(hue_variation_texture, vec2(tv, 0.0), 0.0).r;\n";
	} else {
		code += "	float tex_hue_variation = 1.0;\n";
	}
	code += "	float hue_rot_angle = (tex_hue_variation) * pi * 2.0 * mix(hue_variation_min, hue_variation_max, rand_from_seed(alt_seed));\n";
	code += "	float hue_rot_c = cos(hue_rot_angle);\n";
	code += "	float hue_rot_s = sin(hue_rot_angle);\n";
	code += "	mat4 hue_rot_mat = mat4(vec4(0.299, 0.587, 0.114, 0.0),\n";
	code += "			vec4(0.299, 0.587, 0.114, 0.0),\n";
	code += "			vec4(0.299, 0.587, 0.114, 0.0),\n";
	code += "			vec4(0.000, 0.000, 0.000, 1.0)) +\n";
	code += "		mat4(vec4(0.701, -0.587, -0.114, 0.0),\n";
	code += "			vec4(-0.299, 0.413, -0.114, 0.0),\n";
	code += "			vec4(-0.300, -0.588, 0.886, 0.0),\n";
	code += "			vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_c +\n";
	code += "		mat4(vec4(0.168, 0.330, -0.497, 0.0),\n";
	code += "			vec4(-0.328, 0.035,  0.292, 0.0),\n";
	code += "			vec4(1.250, -1.050, -0.203, 0.0),\n";
	code += "			vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_s;\n";