### 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
turbulence_enabled = p_turbulence_enabled;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_enabled, turbulence_enabled);
	_queue_shader_change();
	notify_property_list_changed();
}
bool ParticleProcessMaterial::get_turbulence_enabled() const {
	return turbulence_enabled;
}
void ParticleProcessMaterial::set_turbulence_noise_strength(float p_turbulence_noise_strength) {
	turbulence_noise_strength = p_turbulence_noise_strength;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_strength, p_turbulence_noise_strength);
}
float ParticleProcessMaterial::get_turbulence_noise_strength() const {
	return turbulence_noise_strength;
}
void ParticleProcessMaterial::set_turbulence_noise_scale(float p_turbulence_noise_scale) {
	turbulence_noise_scale = p_turbulence_noise_scale;
	const float noise_frequency_when_slider_is_zero = 4.0;
	const float max_slider_value = 10.0;
	const float curve_exponent = 0.25;
	const float curve_rescale = noise_frequency_when_slider_is_zero / pow(max_slider_value, curve_exponent);
	float shader_turbulence_noise_scale = pow(p_turbulence_noise_scale, curve_exponent) * curve_rescale - noise_frequency_when_slider_is_zero;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_scale, shader_turbulence_noise_scale);
}
float ParticleProcessMaterial::get_turbulence_noise_scale() const {
	return turbulence_noise_scale;
}
void ParticleProcessMaterial::set_turbulence_noise_speed_random(float p_turbulence_noise_speed_random) {