I came across this site
http://www.chocofur.com/6-shadersamptextures.html
And I want to write a shader that uses a cubemap for reflection but I want to take into account the roughness of the reflection. Essentially it looks like the roughness more or less blurs the texture. This model seems to be used in Physically based shaders. I am curious if anyone can point me to an article that explains the formula for adding roughness to augment a reflection vector in a shader. Thanks!