Here is a quick test I did.
So what you need to do is create some geometry within your glass sheet that represents the air pockets. The material for the air pocket needs to have an ior of 1.0 to represent the air inside the pocket. Apply a bump map to your "air" material to give it the distortion you need and then some absorption colour to represent the tinting inside.
for the air bubble geometry, I squashed 2 spheres, applied a noise modifier to it, then reset it's xform so it is accurate.
EDIT* Derp, just realized its another type of glass inside the sheet since the refraction is upside down. No matter just change the Ior of the inside glass bubbles to 3.4 or something like that.