### 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)

} else {
				
				if (frame_params.collider_count >= ParticlesFrameParams::MAX_COLLIDERS) {
					continue;
				}
				ParticlesFrameParams::Collider &col = frame_params.colliders[frame_params.collider_count];
				RendererRD::MaterialStorage::store_transform(to_collider, col.transform);
				switch (pc->type) {
					case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
						col.type = ParticlesFrameParams::COLLISION_TYPE_SPHERE;
						float radius = pc->radius;
						radius *= (scale.x + scale.y + scale.z) / 3.0;
						col.extents[0] = radius;
						col.extents[1] = radius;
						col.extents[2] = radius;
					} break;
					case RS::PARTICLES_COLLISION_TYPE_BOX_COLLIDE: {
						col.type = ParticlesFrameParams::COLLISION_TYPE_BOX;
						Vector3 extents = pc->extents * scale;
						col.extents[0] = extents.x;
						col.extents[1] = extents.y;
						col.extents[2] = extents.z;
					} break;
					case RS::PARTICLES_COLLISION_TYPE_SDF_COLLIDE: {
						if (collision_3d_textures_used >= ParticlesFrameParams::MAX_3D_TEXTURES) {
							continue;
						}
						col.type = ParticlesFrameParams::COLLISION_TYPE_SDF;
						Vector3 extents = pc->extents * scale;
						col.extents[0] = extents.x;