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

    Fragments frags(WIDTH * HEIGHT * samples);
    thrust::device_vector<float4> colors(WIDTH * HEIGHT);

    SpheresGeometry geom = SpheresGeometry::CornellBox(350);
    // cout << geom << endl;

    for (int i = 0; i < iterations; ++i) {

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

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

