### 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_particle_flag, PARTICLE_FLAG_MAX, false);
	return particle_flags[p_particle_flag];
}
void ParticleProcessMaterial::set_emission_shape(EmissionShape p_shape) {
	ERR_FAIL_INDEX(p_shape, EMISSION_SHAPE_MAX);
	emission_shape = p_shape;
	notify_property_list_changed();
	_queue_shader_change();
}
void ParticleProcessMaterial::set_emission_sphere_radius(real_t p_radius) {
	emission_sphere_radius = p_radius;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_sphere_radius, p_radius);
}
void ParticleProcessMaterial::set_emission_box_extents(Vector3 p_extents) {
	emission_box_extents = p_extents;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_box_extents, p_extents);
}
void ParticleProcessMaterial::set_emission_point_texture(const Ref<Texture2D> &p_points) {
	emission_point_texture = p_points;
	RID tex_rid = p_points.is_valid() ? p_points->get_rid() : RID();
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_points, tex_rid);
}
void ParticleProcessMaterial::set_emission_normal_texture(const Ref<Texture2D> &p_normals) {
	emission_normal_texture = p_normals;
	RID tex_rid = p_normals.is_valid() ? p_normals->get_rid() : RID();
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_normal, tex_rid);
}
void ParticleProcessMaterial::set_emission_color_texture(const Ref<Texture2D> &p_colors) {