While messing around with motion blur, I stumbled on a technique for a realtime bloom shader. This shader takes a single texture as input, nothing else - this texture should be the entire rendered scene, minus the GUI (standard post processing procedure, make sure the texture does not wrap its UV coordinates). The shader has 4 passes, 2 parameters (fblur/fextend) and was written in HLSL, but since its purely picture modification should be easy to port to GLSL.
Because this shader only needs a single frame of information, I was able to insert screenshots and process them to give an accurate depiction of what they would look like in-game. This bloom technique was invented on my own and built without the use of tutorials; however, its entirely possibly that something similar has been done elsewhere. You will notice that the shader does not bloom excessively - only something that is really bright is bloomed, everything else is left alone. The following screenshots were taken with an fblur value of 3.0, and an fextend value of 0.007.
Original pic (Massive explosion situation):

Bloom applied:

Original pic (Subspace warpin situation):

Bloom applied:

Original pic (Dark situation):

Bloom applied:

Original pic (Beam and engine glow situation):

Bloom applied:

Now,
please, get postprocessing working before VasudanAdmiral's head explodes! Once you get postprocessing implemented I'll convert the whole thing to GLSL and let you guys screw with it however you want.
EDIT: I added two more parameters - bloom subtraction and final subtraction. Bloom subtraction lets you adjust the power of the bloom, and final subtraction is for general lightness correction. These parameters are set to 0 for the purpose of the above screenshots.