Hello,
The random noise in the glow can be removed by changing one line in the glow() function of the shader:
Before: vec2 texel = gold_noise(uv * 1000.0, u_random_seed) * u_glow_spread / u_game_size;
After: vec2 texel = 0.5 * u_glow_spread / u_game_size;
This should give you the result you're looking for