How to achieve constant density on point buffergeometry object with shader material on different screen resolution?

Hi Threejs community,

I am trying to make volumetric cloud with a custom shader, I used point buffer geometry for that, it works fine on those screens which have width greater than height, but problem starts when I am trying to open the same in such screen which has height greater than width i.e. mobile portrait view, as the height is getting larger the geometry become more sparser and when width becomes too large than height then the geometry’s height gets bigger. I have no idea about how to manage it.

Here is the CodePen link so you can check.

Can you guys please help me?

Thanks in advance.