Sure. Only problem I see is that the enbbloom.fx is not well documented so it's not easily discernable what pass runs how often and what input and output texture there is (the technique has no info for that as I know that one pass runs multiple times). I can however recreate the DX11 bloom from ENBSeries for Fallout 4.
HDR bloom always looks cool. So, I've ported the Fallout 4 bloom with some modifications, here. I used the natural bloom modification by MaxTheUniqueGamer however as his tweaks make the bloom look smoother.
standalone, not Framework/MasterEffect compatible. No external textures required.
ECC level adjustment in and out works like this: ECC_IN_BLACK 0.8 and ECC_OUT_BLACK 0.0 means that a pixel that has a brightness of 0.8 is mapped to 0.0 in output so anything darker than 0.8 is pure black. ECC_IN_WHITE 1.0 and ECC_OUT_WHITE 5.0 means that a pixel with brighness 1.0 is mapped to 5.0 in output. This is a very clever form of smooth thresholding. Very simple to use once you get used to it. For basic usage, leave ECC OUT BLACK at 0.0. Then IN BLACK and IN WHITE basically are smooth threshold and ECC OUT WHITE is the bloom intensity.
It's nice to see the Natural Bloom ported to ReShade but I remember Boris saying that the current shader is very inefficient and even in the code there was a comment that the shader cycle losses a lot of pixels. Wouldn't it be better to port bloom from Skyrim version for instance?
Blur code is ineffective, yes, but not that bad, it's basically sampling everything in a square and discarding those outside of the largest circle fitting into the square. The blur algorithm itself can be replaced with something more effective, I just ported the default one. DooM 4 bokeh DOF code could be used, it's single pass circular blur.
The regular enbbloom.fx, I already said that the structure is not documented anywhere. For the fallout one, the technique makes car what pass comes after another but in the Skyrim one bloom pass 1 and 2 run multiple times with different internal parameters for blur width (even though they only show up once in the technique) etc. The work needed to port that isn't worth it, stock enb bloom isn't that good, you can see repeating patterns if you look close enough.
Well, you can smoothen every blur shader by using bicubic filtering instead of plain texture sample but that of course quadruples the overhead. Better use a secodn blur step after.
The wasted performance in Boris' blur is that it samples everything in a square but discards everything outside a fitting circle so these samples are wasted. Any blur algorithm that uses a circular distribution (vogel distribution is good for stuff like these) or the distribution of the DooM 4 DoF shader is fine.