Use the following code:
#local sB=sqrt(3)/min(image_height,image_width)/sCamZ;
#local pA=< 0, sB*2/3,1>*100000;
#local pB=< sB/sqrt(3),-sB/3, 1>*100000;
#local pC=<-sB/sqrt(3),-sB/3, 1>*100000;
#local S0=seed(4);
#local cC=16;
#local sC=.5/cC;#while(sC<=1)
mesh {
#local iI=0; #while (iI<1600/cC*sCamZ*sCamZ)
#local vAng=<rand(S0),rand(S0),rand(S0)>*360;
#if (vdot(vrotate(z,vAng),vCamD)>sCamZ/vlength(<sCamR/2,sCamU/2,sCamZ>) | AllStars)
triangle { vrotate(pA,vAng), vrotate(pB,vAng), vrotate(pC,vAng) }
#end
#local iI=iI+1; #end
no_shadow
pigment { rgb <max(0,-(sC-1)*2),min(sC*4,-(sC-1)*4),max(0,(sC-.25)*4)>*.2+.8 }
finish { ambient 1 diffuse 0 }
// scale Beyond
translate pCamL
}
#local sC=sC+1/cC;#end
A number of parameters are used here that you'll need to define first: