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I tweaked the effect to be rather subtle, if the effect comes off too strong it looks fake
I re-ordered my G-buffer today as well, packed normals into 2 16-bit floating point channels instead of 3 so I had an additional channel to correctly tweak my fresnel approximation
I tried using the approach used in CryEngine3 by using spheremapping, but it gave me some artifacts, so I went with the good ol' traditional method; I'll figure out what was wrong with my implementation of the other technique later
Needless to say I officially wrecked all my previous engine demos by doing this, but it's best to get it out of the way now while I'm not doing any complex projects