Woohoo, it seems to have worked, using the code from the depth of field shader!
And some more tweaks later and goddamn it looks amazing!
Thank you Kloot, and thank you jK!
Now if only I could render the normals to a target as well...
EDIT:
The shader seemed to 'lag behind' visually when panning the camera, looking like this at high speed:

I tried synchronizing with 'glFinish' and glFlush, but that did nothing.
And I previously noticed that the brighttextures do not like being fed large values (they were format = GL_RGB16F_ARB), so I changed them to normal GL.RGBA types. This fixed the motion lag.
I was hoping that the same error is what causes the distortionFBO in the airjets and distortion spheres and flames to lag like mad when panning. But unfortunately changing the PostDistortion.jitterformat = GL_RGBA32F_ARB to GL.RGBA did not help 
EDIT2: Fixed the goddamned distortion flicker :) Turns out that is a feature, not a bug.