Icelaglace, I want the dirt texture to be clamped, so no matter how bright the light is, it still just the LDR texture. Otherwise, if you look at a very bright light, the texture itself can sometimes turn into clipped, full white texture. Currently, it's hard to fine tune it with intensity/power so that it looks correct in any condition. If I set the intensity too low, so that it doesn't get clipped, it then doesn't apply to smaller lights.
You know how in BF3 or the latest Cryengine, the dirt texture is not a part of a bloom shader, but just a flag for certain lights? So no matter how far from the light you are, the player can still see the dirt on the camera, for that certain light? That's kind what I had in mind. With dirt texture calculated in LDR, it would always look the same, always with the same intensity, the bloom would only mask the dirt texture, not set it's intensity. And I think Boris got my idea right, with making the dirt texture as a primary output of enbeffect, that latter on is hidden in the parts of the player viewport that don't have any bloom, I just have no idea how to write that in HLSL.
Hope that explains it a bit better
![Razz :P](./images/smilies/tease.gif)