     if(y >= height)
         return;
 
-    float widthF = (float)width;
-    float heightF = (float)heightF;
-
-    float uvx = (tan(3.14159265 / 4.0)) * (2.0 * x - widthF) /  widthF;
-    float uvy = (tan(3.14159265 / 4.0)) * ( heightF /  widthF) * (2.0 * y- heightF) /  heightF;
+    float widthFloat = width;
+    float heightFloat = height;
+
+    float uvx = (tan(3.14159265 / 4.0)) * (2.0*x - widthFloat) /  widthFloat;
+    float uvy = (tan(3.14159265 / 4.0)) * ( heightFloat /  widthFloat) * (2.0*y- heightFloat) /  heightFloat;
     uvxArr[(y*width)+x] = uvx;
     uvyArr[(y*width)+x] = uvy;
 }

	return 0.5f*logf(r)*r/dr;
}

__global__ void computeUV(int height, int width, float *uvxArr, float *uvyArr)
{
    const int x = blockIdx.x * blockDim.x + threadIdx.x;

    float *imageR;
    float *imageG;
    float *imageB;
    
    float *d_imageR;
    float *d_imageG;
    float *d_imageB;
    
    
    float *distance;


