I'm having a few issues here that are concerning bloom, eye adaption and volumetric scattering.
Both can be seen in the video below.
1. Having implemented eye adaption, how do you handle the volumetric scattering effect of e.g. the sun. Because whenever you look at it the exposure is going down and therefore also the glow of the sun and it's scattering effect. Sure the original pixels to blur are still the same but the effect suffers from the reduced exposure and bloom.
2. I'm having issues with bloom on tiny but very bright specular parts that shape the glowing pixel to basically a rather huge spherical glow.
Another issue here is that there's some parts that produce a NdotL product that is higher than zero even if they are opposite to the light direction.