As far as I can tell, the only way to make the bloom effect is to build upon an edge detection algorithm that's applied to texture2D(samplerFront, vTex). Since you need to apply an extension on the bounding box in the XML file for this effect to be any decent, it makes things a little weird.
Any extension in the XML file turns the entire screen into normalized texture coordinates. So with an extension, the center of the screen is <0.5, 0.5>, whereas without, the center of the sprite has texture coordinates <0.5, 0.5>.
Should be looking into it after finals.