### 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)

{
				RD::Uniform u;
				u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
				u.binding = 1;
				if (collision_heightmap_texture.is_valid()) {
					u.append_id(collision_heightmap_texture);
				} else {
					u.append_id(texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
				}
				uniforms.push_back(u);
			}
			p_particles->collision_textures_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 2);
			p_particles->collision_heightmap_texture = collision_heightmap_texture;
		}
	}
	ParticlesShader::PushConstant push_constant;
	int process_amount = p_particles->amount;
	if (p_particles->trails_enabled && p_particles->trail_bind_poses.size() > 1) {
		process_amount *= p_particles->trail_bind_poses.size();
	}
	push_constant.clear = p_particles->clear;
	push_constant.total_particles = p_particles->amount;
	push_constant.lifetime = p_particles->lifetime;
	push_constant.trail_size = p_particles->trail_params.size();
	push_constant.use_fractional_delta = p_particles->fractional_delta;
	push_constant.sub_emitter_mode = !p_particles->emitting && p_particles->emission_buffer && (p_particles->emission_buffer->particle_count > 0 || p_particles->force_sub_emit);
	push_constant.trail_pass = false;
	p_particles->force_sub_emit = false; 
	Particles *sub_emitter = particles_owner.get_or_null(p_particles->sub_emitter);
	if (sub_emitter && sub_emitter->emission_storage_buffer.is_valid()) {