I think this is working now, I wasn't sure at the beginning but I think it's correct now. The reflection and refraction coefficients are calculated based on the viewing angle, so that is pretty groovy and makes for some more realistic glass simulation.
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Non-Fresnel glass, with reflection coefficient of 0.3 and refraction at 0.7. Note the large amount of reflection, especially of the red wall.
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Fresnel Reflectance. Note the reduced reflection, and note that the majority of the reflection occurs only at the edges of the sphere rather than uniform across it.
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My table scene rendered with Fresnel Reflectance and Reflection depth = 6 and Refraction depth = 6. At first I thought this was wrong but it's better than before as it is mostly refracting the table behind the glass. In the older images of the glass, it was reflecting a bunch more than it was supposed to, so I think it's better now.
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