Another test, I'm having trouble with AA bloom, though. It appears too strong, giving a plastic look to sparkly areas, disabling it gives unwanted black reflection outlines...
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The sparkle is very apparent and, the way I see it, the glint from the snow in life is refracted sunlight through water crystals of the snow. If they're recieving direct light rays, they'll reflect/refract and give a glint according to your POV. It will be all over the surface but only show up where light will shine through it. Reflected light should also be creating rays to light up areas out of direct sunlight.
This is a tricky problem but we usually figure things out here when we all chip-in with different ideas.
This image uses your tiny fake stones idea(they're 0.00025m scale/0.025 spacing), no tallness or pancake effect so, they're simply spots, all over the surface of the snow layer.
Rather than using specular functions like I did before, these have a completely flat, zero scale, transparent water shader as their surface shader.
EDIT: Stone coverage is too high, this is making it too reflective and plasticy, the bloom is working beautifully with a lesser sparkle coverage(0.0025).
WIP...