... no, not the language ;-)
The spheres on the left and right have a subtle advantage over the
middle one: While the latter uses the fresnel formula only for variable
reflection, the former also use it to vary the diffuse term accordingly,
reducing it at shallow angles.
This effect is applied not only for the viewing angle, but also for the
incoming light angle, for perfect physical realism.
(Besides, the outer spheres also use the fresnel formula for highlights,
but it doesn't show here because the highlights are too bright.)
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