I tried that in your almost exact same situation, but it was a failure (only 2 days spent on it though).
For two reasons:
- difficult to find the correct smearing direction for each pixel, though I'm sure there is a way had I put a bit of effort
- serious issue with desaturation over the whole sky. to have "god rays" somehow you need to "add haze" and that is terrible for the result. your image becomes whiter and desaturated overall. I tried various operators; like multiplication, or mix of mul and add, none were good. anyway, consider using somekind of pow() function to add godrays only near the solid angle that subtends the sun. Because physically, in-scattering mainly happens on light paths around this angle anyway.
- impossible to use with tiled rendering.
I will add one reason that could be a bother to your particular case, you have animated clouds so you will need to re-run this. but it is damn costly (100 samplings per pixel) so I suggest you use the fact that your rotation is very slow to smear progressively (in multiple passes over multiple frames).
But again, if I were you, I would still attempt this method, it seemed the easiest and best fit for cool results in a simple fasion for this case. I'm just saying it will require serious engineering. Kenny Mitchell gives us a theory, in practice it's always another story.