### 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)

col.extents[1] = extents.y;
						col.extents[2] = extents.z;
						col.texture_index = collision_3d_textures_used;
						col.scale = (scale.x + scale.y + scale.z) * 0.333333333333; 
						collision_3d_textures[collision_3d_textures_used] = pc->field_texture;
						collision_3d_textures_used++;
					} break;
					case RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE: {
						if (collision_heightmap_texture != RID()) { 
							continue;
						}
						col.type = ParticlesFrameParams::COLLISION_TYPE_HEIGHT_FIELD;
						Vector3 extents = pc->extents * scale;
						col.extents[0] = extents.x;
						col.extents[1] = extents.y;
						col.extents[2] = extents.z;
						collision_heightmap_texture = pc->heightfield_texture;
					} break;
					default: {
					}
				}
				frame_params.collider_count++;
			}
		}
		bool different = false;
		if (collision_3d_textures_used == p_particles->collision_3d_textures_used) {
			for (int i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) {
				if (p_particles->collision_3d_textures[i] != collision_3d_textures[i]) {
					different = true;
					break;