A screen resolution of 1280x1024 will cause most graphics cards to process effects as though it were a texture of 2048x2048... which chokes my graphics card to death. I was getting about 4fps, yay.
Anyway, I run my desktop at 1280x1024, so having a window the size of my screen is a bit much . It would probably run a bit better at fullscreen, though. I didn't try. Then again, I suppose I'm not he target audience for your game.
One tip, though: your ground texture (and the bumpmap that goes with it) are twice the size that they need to be. The images are 512x512, but the repeating tile within the texture is only 256x256 in size. You can cut the image in half both in x and y and it will still tile normally, and save yourself 16 times the VRAM and four times the GPU processing time on your bumpmap. Just a heads up.
Oh, and putting 3 different blur shaders on a blank image isn't going to do anything but waste GPU time.
And if you want to make the light not so white-looking, try changing the color filter in the object properties to something more rosy-tan-ish colored to match the floor.