For the glow there are two things.
Typically this is done with an emissive material. To my knowledge super-physical doesnt have that, but the implementation is quite easy, you just need to add the values from your emissive texture to the pbr lighting equation.
in the glTF-pbr referrence implementation this looks like that (note that is webgl):
vec3 emissive = SRGBtoLINEAR(texture2D(u_EmissiveSampler, v_UV)).rgb * u_EmissiveFactor;
color += emissive;
Then you would also want to send a glow-mask to your defferend / postFX shaders. This can be a renderer temp target with the same geometry and a simple constant shader with a treshold on the emissive texture.
so you are just sending white pixels for the parts that you want to apply glow on and the rest is black.
And then you can apply this mask to the glow shader and as the input texture use your normal scene from the super physical shader (with your additional emissive map)
One last thing, to make it easyer, if you just want to achieve that image, a simple 2d texture with alpha on a quad would be maybe easyer then designing a emissive map for the geometry.
And the screen space reflections, if its just for the plane, you need to renderer your scene from the same view up side down and re-project it on the plane with a mask for the reflective parts.
This can be also a deffered effect. The more accurate it should be the harder it gets of course… if you bring in roughness and metallness you will need to do it in the super-physical based shader, where reprojection is more complicated. and you could use different LOD levels for sampling the reflection texture for the bluring on the rougher parts