How is Bloom implemented? Is it just like:
- Down sample the HDR image (1/16, 1/8?)
- Create a "bloom texture" where each texel := hdr * saturate(luminance - threshold * average_luminance)
- Apply Gaussian to the bloom texture in horizontal and vertical direction (separable)
- Add to the (non-down sampled) HDR color the sample of the bloom texture (scaled by some other parameter?)