### 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
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
	return params_max[p_param];
}
static void _adjust_curve_range(const Ref<Texture2D> &p_texture, float p_min, float p_max) {
	Ref<CurveTexture> curve_tex = p_texture;
	if (!curve_tex.is_valid()) {
		return;
	}
	curve_tex->ensure_default_setup(p_min, p_max);
}
void ParticleProcessMaterial::set_param_texture(Parameter p_param, const Ref<Texture2D> &p_texture) {
	ERR_FAIL_INDEX(p_param, PARAM_MAX);
	tex_parameters[p_param] = p_texture;
	RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
	switch (p_param) {
		case PARAM_INITIAL_LINEAR_VELOCITY: {
			
		} break;
		case PARAM_ANGULAR_VELOCITY: {
			RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_texture, tex_rid);
			_adjust_curve_range(p_texture, -360, 360);
		} break;
		case PARAM_ORBIT_VELOCITY: {
			RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_texture, tex_rid);
			_adjust_curve_range(p_texture, -500, 500);
		} break;
		case PARAM_LINEAR_ACCEL: {
			RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_texture, tex_rid);