Oh good, because from a cursory glance it looks like a near perfect LDR bloom shader. I'd need to test it a bit and read it at home on my desktop to see if there even is anything to add or change.
Hmm, played around with it a bit. It looks good (though I needed to tweak it a bit for smoother transitioning into the blooming bits), but I'm a little concerned with the deferred shader path saying it is "correct" to not use specular highlights. Granted specular highlights are themselves a cheat to get around computing actual light reflections, they are still light reflecting, which can be bright enough to bloom easily (even something soft like your hand on a sunny day).
Playing around a bit more, and I'm noticing that it is half as fast as the modifications
I made to v0.31 that made it compute the gaussian distribution on the fly, rather than in advance and then accessed by arrays. The shader with the gaussian distribtion performs about 2x as fast on my GTX 570 as the array-based one you linked, despite using exp in the shader code. However, attempting to use exp inside the shaders you provided in place of arrays changes nothing about performance.