 	return isHit;
 }
 
-#if 1
 __global__ void raytracing(
 	float4* p,
 	int width, int height,

{
	const auto ix = blockIdx.x * blockDim.x + threadIdx.x;
	const auto iy = blockIdx.y * blockDim.y + threadIdx.y;
#else
__host__ void raytracing(
	int ix, int iy,
	float4* p,
	int width, int height,
	Camera* camera,
	Sphere* spheres, int num)
{
#endif

	if (ix >= width && iy >= height) {
		return;

	{
		ctx.geomnum = num;
		ctx.spheres = spheres;
		ctx.mtrls = mtrls;
	}

	const auto idx = iy * camera->width + ix;
