I am working on my space simulator program myself. I now found good useful algorithm information about procedural star rendering in GLSL programming that Seed of Andromeda game and Space Engine simulator use that similar technique for. I googled and found a copy of open-source Seed of Andromeda package on GitHub has some example programs for that.
https://www.seedofandromeda.com/blogs/51-procedural-star-rendering
Does anyone have good alternative technique for procedural star rendering in GLSL programming?
Thanks,
Tim