### 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.frame_remainder = particles->interpolate ? particles->frame_remainder : 0.0;
			copy_push_constant.align_mode = particles->transform_align;
			copy_push_constant.align_up[0] = 0;
			copy_push_constant.align_up[1] = 0;
			copy_push_constant.align_up[2] = 0;
			if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
				copy_push_constant.trail_size = particles->trail_bind_poses.size();
				copy_push_constant.trail_total = particles->frame_history.size();
				copy_push_constant.frame_delta = 1.0 / fixed_fps;
			} else {
				copy_push_constant.trail_size = 1;
				copy_push_constant.trail_total = 1;
				copy_push_constant.frame_delta = 0.0;
			}
			copy_push_constant.order_by_lifetime = (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME);
			copy_push_constant.lifetime_split = MIN(particles->amount * particles->phase, particles->amount - 1);
			copy_push_constant.lifetime_reverse = particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME;
			RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
			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[ParticlesShader::COPY_MODE_FILL_INSTANCES + 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->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, total_amount, 1, 1);
			RD::get_singleton()->compute_list_end();
		}
		particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
	}
}
Dependency *ParticlesStorage::particles_get_dependency(RID p_particles) const {