This is Schlick's approximation for Fresnel reflectance, given the angle between the incoming and normal vectors. I finally got the math right and got Fresnel's real equations for S, P, and combined polarizations (which I included in the Desmos project below), along with Schlick's approximation and my revisions to that approximation (at the bottom). Here's my project!: https://www.desmos.com/calculator/zhecowxtcx
Oh yeah, and I can use my new Fresnel Reflectance (Schlick's Approximation) in my new raytracer, and I'll make sure to make lots of updates to the ray tracer over time, and at some point, I'll make a cycles-like path tracer for spheres (+ planes + cubes + cylinders probably)