Turning a particle system into an equirectangular panorama texture.
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The basis is a regular particle system (THREE.Points), moving with curl noise.
The particles are then processed by a vertex shader that turns the cartesian coordinates into cylindrical coordinates, so it can be rendered as an equirectangular panorama.
That buffer is then used as a texture for a sphere.
A fading shader is applied to the panorama buffer before rendering the particles to add some streaks.