         float distance_to_light = vec3_dist( best_intersect_point, light->position );
 
         bool unobstructed = true;
+
         for( int j = 0; j < sphere_count; ++j )
         {
             t_sphere * sphere = &sphere_array[j];

__global__ 
void cuda_run( uint32_t * img, int width, t_sphere * sphere_array, int sphere_count, t_light * light_array, int light_count )
{
	int x = blockIdx.x;
	int y = blockIdx.y;

    t_ray ray;
    vec3_set( ray.start, x, y, 1000.0f );

    cudaMemcpy( cuda_light_array, light_array, light_count * sizeof( t_light ), cudaMemcpyHostToDevice );

    #ifdef __CUDACC__
        dim3 dimBlock( 32, 32 );
        dim3 dimGrid( width / 32, height / 32 );
	
        cuda_run<<<dimGrid, dimBlock>>>( cuda_img, width, cuda_sphere_array, sphere_count, cuda_light_array, light_count );
    #else
