Change shader of GLTF object

Hi guys.
I have a GLTF object loaded with GLTFLoader.
It’s a 3D glass that I want to make it shine like glass.
I don’t know why, but it’s not like in the 3D software. It has a different look. It does not shine like glass.
Now I find out that I can use FresnelShader for that.
But how can I implement FresnelShader to my object?

This is how I loaded my file:

var loader = new GLTFLoader();
loader.load(
	"url to my gltf file",
	gltfLoaded
);

function gltfLoaded = (gltf) => {
    // add to scene
    this.gltf = gltf.scene;
    this.scene.add(this.gltf);

    // set position and scale
    this.gltf.position.y = -1.35;
    this.gltf.scale.set(1, 1, 1);

    requestAnimationFrame(this.animate);
};

I would be appreciated if you can help me.
Best.

If you’d like to figure out how to export the file from your 3D Software and have it look correct automatically, you’ll need to share something about the model itself. At minimum a screenshot, ideally the file itself and the software you’re using. You might be able to get it to export correctly, or maybe not, depending on the material.

If you do decide to modify the material after loading, you’d do something like this:

const material = new MeshBasicMaterial();
gltfLoader = (gltf) => {
  const model = gltf.scene;
  model.traverse((o) => {
    if (o.isMesh) o.material = material;
  });
}

Note that your model might contain multiple meshes and multiple materials, and if so you’d need to use mesh.name or other indicators to put the right material on the right thing.

Thanks for your reply.
I’m not a 3D designer. I’m just the front-end developer.
And this is the screenshot that the designer sent for me from its software. And he uses 3Ds Max for that.

And this is the final result of my project.
It’s a different model but designed in the same way.

Now, as you can see, the final shape of the 3D model in the project is not the same as in 3D software.
Should I use FresnelShader for that?