Custom Glow Effect

To spice up the otherwise quite dry visuals, I added some layers of post-processing. Besides the regular vignette and ever-so-slight chromatic aberration, I worked on a custom glow effect where not the brightest part of the image has a glow, but rather the most saturated part.
I adapted an existing bloom shader to keep pixels based on their saturation rather than lightness, and then alpha-blended it with the source rather than using an additive blending method. This resulted in the enemy objects and trails glowing, rather than the white background.