### 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)

u.append_id(MeshStorage::get_singleton()->get_default_rd_storage_buffer());
			}
			uniforms.push_back(u);
		}
		p_particles->particles_material_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 1);
	}
	double new_phase = Math::fmod((double)p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, 1.0);
	
	for (uint32_t i = p_particles->frame_history.size() - 1; i > 0; i--) {
		p_particles->frame_history[i] = p_particles->frame_history[i - 1];
	}
	
	ParticlesFrameParams &frame_params = p_particles->frame_history[0];
	if (p_particles->clear) {
		p_particles->cycle_number = 0;
		p_particles->random_seed = Math::rand();
	} else if (new_phase < p_particles->phase) {
		if (p_particles->one_shot) {
			p_particles->emitting = false;
		}
		p_particles->cycle_number++;
	}
	frame_params.emitting = p_particles->emitting;
	frame_params.system_phase = new_phase;
	frame_params.prev_system_phase = p_particles->phase;
	p_particles->phase = new_phase;
	frame_params.time = RendererCompositorRD::singleton->get_total_time();
	frame_params.delta = p_delta * p_particles->speed_scale;
	frame_params.random_seed = p_particles->random_seed;
	frame_params.explosiveness = p_particles->explosiveness;