### 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);
	ERR_FAIL_COND(particles->amount == 0);
	if (particles->emitting) {
		particles->clear = true;
		particles->emitting = false;
	}
	if (particles->emission_buffer == nullptr) {
		_particles_allocate_emission_buffer(particles);
	}
	particles->inactive = false;
	particles->inactive_time = 0;
	int32_t idx = particles->emission_buffer->particle_count;
	if (idx < particles->emission_buffer->particle_max) {
		RendererRD::MaterialStorage::store_transform(p_transform, particles->emission_buffer->data[idx].xform);
		particles->emission_buffer->data[idx].velocity[0] = p_velocity.x;
		particles->emission_buffer->data[idx].velocity[1] = p_velocity.y;
		particles->emission_buffer->data[idx].velocity[2] = p_velocity.z;
		particles->emission_buffer->data[idx].custom[0] = p_custom.r;
		particles->emission_buffer->data[idx].custom[1] = p_custom.g;
		particles->emission_buffer->data[idx].custom[2] = p_custom.b;
		particles->emission_buffer->data[idx].custom[3] = p_custom.a;
		particles->emission_buffer->data[idx].color[0] = p_color.r;
		particles->emission_buffer->data[idx].color[1] = p_color.g;