In Phong shading (not to be confused with Phong's illumination model),
the surface normal is linearly interpolated across polygonal facets, and the
Illumination model is applied at every point.
A Phong shader assumes the same input as a Gouraud shader, which
means that it expects a normal for every vertex. The illumination
model is applied at every point on the surface being rendered, where
the normal at each point is the result of linearly interpolating
the vertex normals defined at each vertex of the triangle.