Quote:

if((Color.r+Color.g+Color.b)/3<vecSkill1.x)
{
Color.rgb = 0;
}




I think you will get a better quality bloom if you just calculate the luminance instead of making dark parts black. You can calculate luminance like this:
float lum = dot(color, float3(0.299f, 0.587f, 0.114f);
return (float3)lum;

Then just blur it and blend with the original render like you already do.