### 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)

}
			Transform2D revert = xform.affine_inverse();
			frame_params.collider_count = 1;
			frame_params.colliders[0].transform[0] = xform.columns[0][0];
			frame_params.colliders[0].transform[1] = xform.columns[0][1];
			frame_params.colliders[0].transform[2] = 0;
			frame_params.colliders[0].transform[3] = xform.columns[2][0];
			frame_params.colliders[0].transform[4] = xform.columns[1][0];
			frame_params.colliders[0].transform[5] = xform.columns[1][1];
			frame_params.colliders[0].transform[6] = 0;
			frame_params.colliders[0].transform[7] = xform.columns[2][1];
			frame_params.colliders[0].transform[8] = revert.columns[0][0];
			frame_params.colliders[0].transform[9] = revert.columns[0][1];
			frame_params.colliders[0].transform[10] = 0;
			frame_params.colliders[0].transform[11] = revert.columns[2][0];
			frame_params.colliders[0].transform[12] = revert.columns[1][0];
			frame_params.colliders[0].transform[13] = revert.columns[1][1];
			frame_params.colliders[0].transform[14] = 0;
			frame_params.colliders[0].transform[15] = revert.columns[2][1];
			frame_params.colliders[0].extents[0] = p_particles->sdf_collision_to_screen.size.x;
			frame_params.colliders[0].extents[1] = p_particles->sdf_collision_to_screen.size.y;
			frame_params.colliders[0].extents[2] = p_particles->sdf_collision_to_screen.position.x;
			frame_params.colliders[0].scale = p_particles->sdf_collision_to_screen.position.y;
			frame_params.colliders[0].texture_index = 0;
			frame_params.colliders[0].type = ParticlesFrameParams::COLLISION_TYPE_2D_SDF;
			collision_heightmap_texture = p_particles->sdf_collision_texture;
			
			for (uint32_t i = 1; i < p_particles->frame_history.size(); i++) {
				if (p_particles->frame_history[i].collider_count > 0 && p_particles->frame_history[i].colliders[0].type == ParticlesFrameParams::COLLISION_TYPE_2D_SDF) {
					p_particles->frame_history[i].colliders[0] = frame_params.colliders[0];