http://en.wikipedia....s_approximation
here's Schlick's original paper from 1994:
http://www.ics.uci.e...s/Schlick94.pdf
and if you're successful with implementing the Schlick method, then you may proceed to more advanced approximations:
http://en.wikipedia....esnel_equations
so for you I think the fresnel term should be:
//Fresnel approximation float base = 1-dot(f_viewDirection, halfWay); float exp = pow(base, 5); float fresnel = fZero + (1 - fZero)*exp;