1. You are most obviously fillrate-bound. Post the FPS in lower resolutions (e.g. 640x480).
2. You took a shorter / simpler route and created an uber-shader. That's great during debugging/development, but as you noticed, it has a negative impact.
3. It is very easy to check the impact of conditions. Just create a separate technique/shader pair that will have only single codepath (say - just bloom), without any conditions whatsoever.
4. Make sure VSync is off. With 52 , it doesn't look like VSync is On, but better safe than sorry...
Of course, as always, there will be 10 other things that impact FPS (many of them on the CPU side - AI, pathfinding, ...) , but let's first address those that have biggest impact.