Needs special case shader for the 'fog' falloff from a light. Ie orange light would tend to orange in scattering, but scattering assumes sky fading and ignores the fact these elements are emissive?!
Anything emissive in fact may be rendering a bit wrong. Hmm. Best as special case in this case IMO!
Looks good.
Still think a proper fast add blend is the way to go to get nice effects. Simply making the light a fat blob for bloom to take over works but isn't ideal?!
If your doing a nice facing billboard shader may as well get the texture doing as much work as possible for its money, as it were.
I still think getting coords of the out of range pixels from the tone mapped buffer, using that selection and blurring the non tone mapped buffer, then tone mapping that same ev as before then adding to original tone mapped buffer is the way to go... Not blooming we have now.
You can blur any way you want then, with effects etc...
Dave