### 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 *particles = particles_owner.get_or_null(p_particles);
	ERR_FAIL_NULL_V(particles, nullptr);
	return &particles->dependency;
}
bool ParticlesStorage::particles_is_inactive(RID p_particles) const {
	ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer.");
	const Particles *particles = particles_owner.get_or_null(p_particles);
	ERR_FAIL_COND_V(!particles, false);
	return !particles->emitting && particles->inactive;
}
void ParticlesStorage::ParticlesShaderData::set_code(const String &p_code) {
	ParticlesStorage *particles_storage = ParticlesStorage::get_singleton();
	
	code = p_code;
	valid = false;
	ubo_size = 0;
	uniforms.clear();
	uses_collision = false;
	if (code.is_empty()) {
		return; 
	}
	ShaderCompiler::GeneratedCode gen_code;
	ShaderCompiler::IdentifierActions actions;
	actions.entry_point_stages["start"] = ShaderCompiler::STAGE_COMPUTE;
	actions.entry_point_stages["process"] = ShaderCompiler::STAGE_COMPUTE;
	/*
	uses_time = false;
	actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;