 {
 	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;
	}

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

	return isHit;
}

__global__ void raytracing(
	float4* p,
	int width, int height,
