### 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)

}
		{
			RD::Uniform u;
			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
			u.binding = 1;
			u.append_id(p_particles->particle_buffer);
			uniforms.push_back(u);
		}
		{
			RD::Uniform u;
			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
			u.binding = 2;
			if (p_particles->emission_storage_buffer.is_valid()) {
				u.append_id(p_particles->emission_storage_buffer);
			} else {
				u.append_id(MeshStorage::get_singleton()->get_default_rd_storage_buffer());
			}
			uniforms.push_back(u);
		}
		{
			RD::Uniform u;
			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
			u.binding = 3;
			Particles *sub_emitter = particles_owner.get_or_null(p_particles->sub_emitter);
			if (sub_emitter) {
				if (sub_emitter->emission_buffer == nullptr) { 
					_particles_allocate_emission_buffer(sub_emitter);
				}
				u.append_id(sub_emitter->emission_storage_buffer);
			} else {