 __global__ void shade(
 	cudaSurfaceObject_t outSurface,
 	Path* paths,
-	ray* shadowRays,
+	ShadowRay* shadowRays,
 	int width, int height,
 	int depth, int rrDepth,
 	aten::ShapeParameter* shapes, int geomnum,

		idaten::TypedCudaMemory<Path> paths;
		paths.init(width * height);

		idaten::TypedCudaMemory<ray> shadowRays;
		shadowRays.init(width * height);

		CudaGLResourceMap rscmap(&glimg);


#include "aten4idaten.h"

struct ShadowRay : public aten::ray {
	aten::vec3 lightPos;
	aten::vec3 lightcontrib;
	int targetLightId;
