Bloomshaders and the like are so called postprocessing effects. So a step by step algo (pseudo) would look like this:
1. create a sprite (fullscreen)
2. create a texture and attach it to the sprite and apply the bloomshader to the sprite
3. mainloop
4. hide the sprite
5. render the scene
6. copy the backbuffer to the spritetexture
7. show the sprite
8. turnon the bloomshader
9. render the scene again
this is just in short terms. the new version will have (hopefully easy) a posteffect system which will be easy to extend.
1. create a sprite (fullscreen)
2. create a texture and attach it to the sprite and apply the bloomshader to the sprite
3. mainloop
4. hide the sprite
5. render the scene
6. copy the backbuffer to the spritetexture
7. show the sprite
8. turnon the bloomshader
9. render the scene again
this is just in short terms. the new version will have (hopefully easy) a posteffect system which will be easy to extend.