### 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)

_particles_process(particles, 0.0);
				updated = true;
			} else {
				_particles_process(particles, RendererCompositorRD::singleton->get_frame_delta_time());
				updated = true;
			}
		}
		
		if (updated && particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
			
			ParticlesShader::CopyPushConstant copy_push_constant;
			int total_amount = particles->amount;
			if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
				total_amount *= particles->trail_bind_poses.size();
			}
			
			if (particles->use_local_coords) {
				
				
				
				RendererRD::MaterialStorage::store_transform(Transform3D(), copy_push_constant.inv_emission_transform);
			} else {
				
				
				
				
				Transform3D inv = particles->emission_transform.affine_inverse();
				RendererRD::MaterialStorage::store_transform(inv, copy_push_constant.inv_emission_transform);
			}
			copy_push_constant.total_particles = total_amount;