### 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 += "		s += 2147483647;\n";
	code += "	seed = uint(s);\n";
	code += "	return float(seed % uint(65536)) / 65535.0;\n";
	code += "}\n";
	code += "\n";
	code += "float rand_from_seed_m1_p1(inout uint seed) {\n";
	code += "	return rand_from_seed(seed) * 2.0 - 1.0;\n";
	code += "}\n";
	code += "\n";
	
	code += "uint hash(uint x) {\n";
	code += "	x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
	code += "	x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
	code += "	x = (x >> uint(16)) ^ x;\n";
	code += "	return x;\n";
	code += "}\n";
	code += "\n";
	code += "void start() {\n";
	code += "	uint base_number = NUMBER;\n";
	code += "	uint alt_seed = hash(base_number + uint(1) + RANDOM_SEED);\n";
	code += "	float angle_rand = rand_from_seed(alt_seed);\n";
	code += "	float scale_rand = rand_from_seed(alt_seed);\n";
	code += "	float hue_rot_rand = rand_from_seed(alt_seed);\n";
	code += "	float anim_offset_rand = rand_from_seed(alt_seed);\n";
	if (color_initial_ramp.is_valid()) {
		code += "	float color_initial_rand = rand_from_seed(alt_seed);\n";
	}
	code += "	float pi = 3.14159;\n";
	code += "	float degree_to_rad = pi / 180.0;\n";
	code += "\n";