### 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
shader_map.erase(current_key);
		}
	}
	current_key = mk;
	if (shader_map.has(mk)) {
		RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
		shader_map[mk].users++;
		return;
	}
	
	
	String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s ParticleProcessMaterial.\n\n";
	code += "shader_type particles;\n";
	if (collision_scale) {
		code += "render_mode collision_use_scale;\n";
	}
	code += "uniform vec3 direction;\n";
	code += "uniform float spread;\n";
	code += "uniform float flatness;\n";
	code += "uniform float initial_linear_velocity_min;\n";
	code += "uniform float initial_angle_min;\n";
	code += "uniform float angular_velocity_min;\n";
	code += "uniform float orbit_velocity_min;\n";
	code += "uniform float linear_accel_min;\n";
	code += "uniform float radial_accel_min;\n";
	code += "uniform float tangent_accel_min;\n";
	code += "uniform float damping_min;\n";
	code += "uniform float scale_min;\n";
	code += "uniform float hue_variation_min;\n";
	code += "uniform float anim_speed_min;\n";