Improved bloom + experiments with adaptive exposure.
Bloom is heavily inspired by the method described by Jorge Jimenez in his great slides here: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare (starts from slide 144)
I'd put the flowers into a 2D sprite sheet and vary the UV coordinates. All the yellow flowers are too identical (shape+color). Each sprite can have various angles too.