 		idaten::TypedCudaMemory<Path> paths;
 		paths.init(width * height);
 
-		idaten::TypedCudaMemory<ray> shadowRays;
+		idaten::TypedCudaMemory<ShadowRay> shadowRays;
 		shadowRays.init(width * height);
 
 		CudaGLResourceMap rscmap(&glimg);


__global__ void hitShadowRay(
	Path* paths,
	ray* shadowRays,
	int width, int height,
	aten::ShapeParameter* shapes, int geomnum,
	aten::MaterialParameter* mtrls,


#include "aten4idaten.h"

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