### 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)

copy_push_constant.align_mode = particles->transform_align;
	if (do_sort) {
		RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
		RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[ParticlesShader::COPY_MODE_FILL_SORT_BUFFER + particles->userdata_count * ParticlesShader::COPY_MODE_MAX]);
		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1);
		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2);
		RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy_push_constant, sizeof(ParticlesShader::CopyPushConstant));
		RD::get_singleton()->compute_list_dispatch_threads(compute_list, particles->amount, 1, 1);
		RD::get_singleton()->compute_list_end();
		RendererCompositorRD::singleton->get_effects()->sort_buffer(particles->particles_sort_uniform_set, particles->amount);
	}
	if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
		copy_push_constant.total_particles *= particles->trail_bind_poses.size();
	}
	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
	uint32_t copy_pipeline = do_sort ? ParticlesShader::COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER : ParticlesShader::COPY_MODE_FILL_INSTANCES;
	copy_pipeline += particles->userdata_count * ParticlesShader::COPY_MODE_MAX;
	copy_push_constant.copy_mode_2d = particles->mode == RS::PARTICLES_MODE_2D ? 1 : 0;
	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, particles_shader.copy_pipelines[copy_pipeline]);
	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_copy_uniform_set, 0);
	if (do_sort) {
		RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->particles_sort_uniform_set, 1);
	}
	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles->trail_bind_pose_uniform_set, 2);
	RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy_push_constant, sizeof(ParticlesShader::CopyPushConstant));
	RD::get_singleton()->compute_list_dispatch_threads(compute_list, copy_push_constant.total_particles, 1, 1);
	RD::get_singleton()->compute_list_end();
}
void ParticlesStorage::_particles_update_buffers(Particles *particles) {