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Added a roughness-adjusted fresnel function. This function has been described by Sébastien Lagarde and others.
The rationale is as follows: "Applying Fresnel term to prefiltered cubemap has a bad effect of always showing high specular color at edge, even for rough surface.... We approximate this “fresnel attenuation” empirically by introducing a fudge factor (taking count of gloss) in fresnel equation to get pleasant visual result"
This produces significant improvements when applied to the indirect components of a PBR shader.
For more details, see Lagarde's blog post.
https://seblagarde.wordpress.com/2011/08/17/hello-world/