HASTE V55 - BLOOM REWORK

- Removed per-pixel random bloom-kernel rotation, which could leave a speckled / grainy halo.
- Changed the blur to a deterministic golden-angle spiral with Gaussian-distributed sample radii, concentrating samples near the light source.
- Prefiltered the sparse emissive mask through a generated mipmap level before sampling, so tiny light sources produce a continuous halo instead of isolated bright samples.
- Increased the bloom sample budgets for the quality presets and softened the broad halo slightly.
- Made underwater bloom inherit water-colour tint and distance attenuation from the existing absorption / fog model, so it no longer sits on top of the underwater grade as a dry, unattenuated glow.

Only shaders/final.fsh and this note changed. No in-game runtime compile or visual test was available in this environment; please test in Iris with the same underwater scene.
