### 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
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";
	if (color_ramp.is_valid()) {
		code += "	COLOR = hue_rot_mat * textureLod(color_ramp, vec2(tv, 0.0), 0.0) * color_value;\n";
	} else {
		code += "	COLOR = hue_rot_mat * color_value;\n";
	}
	if (color_initial_ramp.is_valid()) {