Hi -- I'm not the author of the shader renderer, but I maintain it for Aleph One, so I'm to blame for any homeliness or flaws in its rendering. (The good parts, though, were universally due to somebody else's genius.)
: Looks amazing and runs brilliantly, but only
: blooming the emissive of a texture is kinda a hacky way of doing it.
For the default settings, we decided to keep the feel of the classic lighting, so we limit it deliberately to mimicking a glowing-light effect. However, the engine is capable of blooming the entire scene, not just the glow maps; it's pretty flexible. We haven't finalized the shader API, but all of the GLSL shader code can be swapped out at runtime with plugins.
I'll be releasing some shader documentation and goodies after 1.0 final comes out (with the caveat that it'll probably all break under 1.1). I'd also be interested in collaborating on a "modern"-style alternative lighting plugin; if you know GLSL and the math involved, get in touch with me through SourceForge.