### 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_COND(!particles);
	particles->collisions.insert(p_particles_collision_instance);
}
void ParticlesStorage::particles_remove_collision(RID p_particles, RID p_particles_collision_instance) {
	Particles *particles = particles_owner.get_or_null(p_particles);
	ERR_FAIL_COND(!particles);
	particles->collisions.erase(p_particles_collision_instance);
}
void ParticlesStorage::particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) {
	Particles *particles = particles_owner.get_or_null(p_particles);
	ERR_FAIL_COND(!particles);
	particles->has_sdf_collision = p_enable;
	particles->sdf_collision_transform = p_xform;
	particles->sdf_collision_to_screen = p_to_screen;
	particles->sdf_collision_texture = p_texture;
}
void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta) {
	TextureStorage *texture_storage = TextureStorage::get_singleton();
	MaterialStorage *material_storage = MaterialStorage::get_singleton();
	if (p_particles->particles_material_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_particles->particles_material_uniform_set)) {
		Vector<RD::Uniform> uniforms;
		{
			RD::Uniform u;
			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
			u.binding = 0;
			u.append_id(p_particles->frame_params_buffer);
			uniforms.push_back(u);