### 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)

}
			}
		}
		if (collision_heightmap_texture != p_particles->collision_heightmap_texture) {
			different = true;
		}
		bool uniform_set_valid = RD::get_singleton()->uniform_set_is_valid(p_particles->collision_textures_uniform_set);
		if (different || !uniform_set_valid) {
			if (uniform_set_valid) {
				RD::get_singleton()->free(p_particles->collision_textures_uniform_set);
			}
			Vector<RD::Uniform> uniforms;
			{
				RD::Uniform u;
				u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
				u.binding = 0;
				for (uint32_t i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) {
					RID rd_tex;
					if (i < collision_3d_textures_used) {
						if (TextureStorage::get_singleton()->texture_get_type(collision_3d_textures[i]) == TextureStorage::TYPE_3D) {
							rd_tex = TextureStorage::get_singleton()->texture_get_rd_texture(collision_3d_textures[i]);
						}
					}
					if (rd_tex == RID()) {
						rd_tex = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
					}
					u.append_id(rd_tex);
				}
				uniforms.push_back(u);
			}