I´m truly thankful, additional question (I know that´s out of the subject)... I saw new monitor devices with hdr emulated, how can compare with the hdr shader, can improve the shader, can you learn from it??
I hope to help (link: wiki.ogre3d.org/Faking+HDR)
There's a lot of confusion about HDR + calling the shader "HDR" didn't really help solving that. HDR usually means that engine calculates lighting etc with higher range and precision than usual 000000-FFFFFF range. That means that stuff like bloom etc look much more fancy than in LDR.
The link your posted describes how to "fake" HDR if only LDR buffers are available - the often unused alpha channel can be used to raise color range of RGB, so more steps than the usual 256/channel can be used.
HDR shader does some weird sort of bloom - game devs of older games tried to mimic HDR my using adaptation or bloom, calling both features HDR, creating even more confusion.
So in practice:
-That ogre3D shader: totally unusable for ReShade, also no new info
-HDR shader: no HDR at all
-Monitor devices: depending on model actual (10 bit) HDR or fake, nothing to do with this here