One of the most common shadingreflection models is the Phong model.<ref name=":1" /> The Phong model assumes that the intensity of each [[pixel]] is the sum of the intensity due to diffuse, specular, and ambient lighting.<ref name=":3" /> This model takes into account the ___location of a viewer to determine specular light using the angle of light reflecting off an object.<ref name=":4" /> The [[Trigonometric functions|cosine]] of the angle is taken and raised to a power decided by the designer.<ref name=":3" /> With this, the designer can decide how wide a highlight they want on an object; because of this, the power is called the shininess value.<ref name=":4" /> The shininess value is determined by the roughness of the surface where a mirror would have a value of infinity and the roughest surface might have a value of one.<ref name=":3" /> This model creates a more realistic looking white highlight based on the perspective of the viewer.<ref name=":1" />