### 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
sub_emitter_frequency = p_frequency;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_frequency, 1.0 / p_frequency); 
}
double ParticleProcessMaterial::get_sub_emitter_frequency() const {
	return sub_emitter_frequency;
}
void ParticleProcessMaterial::set_sub_emitter_amount_at_end(int p_amount) {
	sub_emitter_amount_at_end = p_amount;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_amount_at_end, p_amount);
}
int ParticleProcessMaterial::get_sub_emitter_amount_at_end() const {
	return sub_emitter_amount_at_end;
}
void ParticleProcessMaterial::set_sub_emitter_amount_at_collision(int p_amount) {
	sub_emitter_amount_at_collision = p_amount;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_amount_at_collision, p_amount);
}
int ParticleProcessMaterial::get_sub_emitter_amount_at_collision() const {
	return sub_emitter_amount_at_collision;
}
void ParticleProcessMaterial::set_sub_emitter_keep_velocity(bool p_enable) {
	sub_emitter_keep_velocity = p_enable;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_keep_velocity, p_enable);
}
bool ParticleProcessMaterial::get_sub_emitter_keep_velocity() const {
	return sub_emitter_keep_velocity;
}
void ParticleProcessMaterial::set_attractor_interaction_enabled(bool p_enable) {