### 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)

frame_params.randomness = p_particles->randomness;
	if (p_particles->use_local_coords) {
		RendererRD::MaterialStorage::store_transform(Transform3D(), frame_params.emission_transform);
	} else {
		RendererRD::MaterialStorage::store_transform(p_particles->emission_transform, frame_params.emission_transform);
	}
	frame_params.cycle = p_particles->cycle_number;
	frame_params.frame = p_particles->frame_counter++;
	frame_params.pad0 = 0;
	frame_params.pad1 = 0;
	frame_params.pad2 = 0;
	{ 
		frame_params.collider_count = 0;
		frame_params.attractor_count = 0;
		frame_params.particle_size = p_particles->collision_base_size;
		RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
		RID collision_heightmap_texture;
		Transform3D to_particles;
		if (p_particles->use_local_coords) {
			to_particles = p_particles->emission_transform.affine_inverse();
		}
		if (p_particles->has_sdf_collision && RD::get_singleton()->texture_is_valid(p_particles->sdf_collision_texture)) {
			
			Transform2D xform = p_particles->sdf_collision_transform; 
			if (!p_particles->use_local_coords) {
				Transform2D emission;
				emission.columns[0] = Vector2(p_particles->emission_transform.basis.get_column(0).x, p_particles->emission_transform.basis.get_column(0).y);
				emission.columns[1] = Vector2(p_particles->emission_transform.basis.get_column(1).x, p_particles->emission_transform.basis.get_column(1).y);
				emission.set_origin(Vector2(p_particles->emission_transform.origin.x, p_particles->emission_transform.origin.y));
				xform = xform * emission.affine_inverse();