 
 #include "eavlSegmentedScanOp.h"
 //#include "eavlRadixSortOp.h"
-#define HAVE_ISPC 0
+//#define HAVE_ISPC
 
 #ifdef HAVE_ISPC
 #include "RT/ispc/rt_ispc.h"

        eavlVector3 rayOrigin(get<11>(input),get<12>(input),get<13>(input));
        eavlVector3 abg(get<5>(input),get<6>(input),1.f); //alpha beta gamma
        //return tuple<float,float,float>(1,0,0);
        abg.z=abg.z-abg.x-abg.y; // get gamma
        eavlVector3 lightDir    = light-rayInt;
        eavlVector3 viewDir     = eye-rayOrigin;
        float dist = sqrt( lightDir.x*lightDir.x+lightDir.y*lightDir.y+lightDir.z*lightDir.z ); 

    EAVL_FUNCTOR tuple<float,float,float> operator()(tuple<int,int,float,float,float,float,float,float,float,float,float,float,float,float,float,float > input)
    {
        //return tuple<float,float,float>(1,0,0);
        int hitIdx = get<0>(input);
        int hit = get<1>(input);
        float specConst;


        if(hitIdx == -1 ) return tuple<float,float,float>(bgColor.x, bgColor.y,bgColor.z);// primary ray never hit anything.
        //return tuple<float,float,float>(0,0,1);
        int primitiveType = get<15>(input);
        

        eavlVector3 normal(get<8>(input), get<9>(input), get<10>(input));
