Sorry to jump in, i think this might be a fun-fact with shader glow.
Linear space has to be considered with shader implementation, and the math is much different there.
Glow is an additive functionality with very interesting properties.
Assuming both gammas of 2.4.
If background is black, then the default 0.04*Glow has a max appearance of 0.26 when transformed back to reference space.
But if a color is like 0.5 (max, average, whatever), it’s un-glowing output transforms to 0.75.
Color of 0.5 + 0.04 of white glow transforms into 0.77, which makes 2.7% brightness increase in reference space.
My implementation mitigates the influence over brighter colors, so with “0.5” colors it influences less than 2% in reference space and decreasing with brightness.
That’s why you need much more glow for specific effects, and a notch for ‘regular glow’ functionality.