Fresnel without cubemapping

Hi,

Now I working on transparency and refraction in Opengl and GLSL. How to add fresnel calculation in GLSL code without using cubemapping.

I have used the method as per the below tutorial,

https://en.wikibooks.org/wiki/GLSL_Programming/Unity/Specular_Highlights_at_Silhouettes

GLSL


vec3 lightcalc(lightdata mlight)
{
    vec3 lightDir; vec3 total;
    float attenuation; 
    float specPhong,specBlinn,diff;
    vec3 diffuse,specular;
    vec3 norm = normalize(Normal);
    vec3 view_pos = vec3(0.0,0.0,10.0);
    

    lightDir = normalize(mlight.position.xyz - FragPos);


/************** DIFFUSE EFFECT *************/


    diff = max(dot(norm, lightDir), 0.0);

    diffuse = diff * diffuse_color * mlight.color.xyz;


/************** SPECULAR EFFECT *************/


    vec3 viewDir = normalize(viewPos - FragPos);
    vec3 reflectDir = reflect(-lightDir, norm);  
    vec3 halfwayDirection = normalize(lightDir + viewDir); 

    float w = pow(1.0 - max(0.0, dot(halfwayDirection, norm)), 5.0); 
    //float spec = pow(max(dot(viewDir, halfwayDirection), 0.0), 511.0);

        specBlinn = pow(max(dot(norm, halfwayDirection), 0.0), shine);

    specPhong = pow(max(dot(viewDir, reflectDir), 0.0), shine);

    specular = mix(specular_color,vec3(1.0),w) * specBlinn * mlight.color.xyz;

       total = ambient + diffuse + specular;
}

void main()
{

      vec3 result;
      result = lightcalc(light[0]);
      FragColor = vec4(result,1.0);

}

But it does not give the result what i expect. Any one have any idea to render transparent object with fresnel? I want to render it as the below image.

Thanks