     Fragments frags(WIDTH * HEIGHT * samples);
     thrust::device_vector<float4> colors(WIDTH * HEIGHT);
 
-    SpheresGeometry geom = SpheresGeometry::CornellBox(350);
+    SpheresGeometry geom = SpheresGeometry::CornellBox(150);
     // cout << geom << endl;
 
     for (int i = 0; i < iterations; ++i) {


        Shading::Shade(rays.BeginLeafRays(), rays.EndLeafRays(), hitIDs.begin(), 
                       nodes.GetSphereIndices()->spheres, rayFrags);

        rays.RemoveTerminated(hitIDs);

        ++bounce;
    }

        static thrust::device_vector<unsigned int> hitIDs(rays.LeafRays());
        mNodes.FindIntersections(hitIDs);

        Shading::Normals(rays, hitIDs.begin(), 
                       spheres, rayFrags);
 
        ++bounce;
    }

