Yeah, This was my first shader in about ten years tbh...
You might need to read up a little on vector math, matrix mutiplication and ring math etc. Not to say that this is absolutely necessary, but it will make your life way easier.
Before I started working on this shader I couldn't even make heads or tails of the Shlick's approximation. And the thought of learning the math seemed scary, but at least far as getting a fresnel reflection working, it all turned out to be way easier to figure out than I originally thought.
So, I would definitely suggest reading up on some linear algebra & vector math first, even if you don't get it all, just familiarizing yourself with the terms used is a big step towards reading and understanding academic papers and other peoples code, and hey, this will all be useful for much more than just shaders.
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But perhaps most important is to realize that you don't really need to get it all at once, just start with some really simple looking shader you can find and start implementing it while searching for the answers you need when you need them online. Learn to research as you go.
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Also, in case your memory similarly to mine is fading in regards to math symbols, here's a resource I have found very helpful:
http://www.rapidtables.com/math/symbols/Basic_Math_Symbols.htm
edit: oh yeah, and I have already started looking into implementing atmospheric scattering/skydome, but I honestly think it's going to be a bigger challenge than a water shader.