### Godot version

4.0beta10 (4.0beta11)

### System information

Windows 11, Vulkan API 1.3.224 - Vulkan NVIDIA GeForce RTX 3080 Ti

### Issue description

GPUParticle2D seems to jitter since Godot Beta 10 (I have the same problem Godot Beta 11).

Here is what I expect (screen capture of the project in Godot Beta 9):
![Animation](https://user-images.githubusercontent.com/6784639/211841608-c7b268ab-98c6-4c2c-9e42-b7730e44ea20.gif)

Here is what I got in Godot 4.0beta10 and Godot 4.0beta11:
![Animation2](https://user-images.githubusercontent.com/6784639/211841773-bdfc7c45-c262-4be9-b5b7-18856ddcb6f3.gif)


### Steps to reproduce

1. Make 2DScene
2. Add GPUParticle2D
3. Set the Process Material of this GPUParticle2D to a new ParticleProcessMaterial
4. Move the particle around (or make a animationPlayer to move the Particle)

### Minimal reproduction project

[TestProject.zip](https://github.com/godotengine/godot/files/10393668/TestProject.zip)

ParticleProcessMaterialData *m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(p_particles->process_material, MaterialStorage::SHADER_TYPE_PARTICLES));
	if (!m) {
		m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(particles_shader.default_material, MaterialStorage::SHADER_TYPE_PARTICLES));
	}
	ERR_FAIL_COND(!m);
	p_particles->has_collision_cache = m->shader_data->uses_collision;
	
	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, m->shader_data->pipeline);
	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles_shader.base_uniform_set, 0);
	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->particles_material_uniform_set, 1);
	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->collision_textures_uniform_set, 2);
	if (m->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(m->uniform_set)) {
		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, m->uniform_set, 3);
		m->set_as_used();
	}
	RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ParticlesShader::PushConstant));
	if (p_particles->trails_enabled && p_particles->trail_bind_poses.size() > 1) {
		
		RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount / p_particles->trail_bind_poses.size(), 1, 1);
		RD::get_singleton()->compute_list_add_barrier(compute_list);
		push_constant.trail_pass = true;
		RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ParticlesShader::PushConstant));
		RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount - p_particles->amount, 1, 1);
	} else {
		RD::get_singleton()->compute_list_dispatch_threads(compute_list, process_amount, 1, 1);
	}
	RD::get_singleton()->compute_list_end();
}
void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {