 			}
 		}
 		
-		if (minDepth < INT_MAX_VALUE)
-		{
-			float color = ((float)minDepth) / ((float)INT_MAX_VALUE);
+		if (minDepth < INT_MAX)
+		{
+			float color = ((float)minDepth) / ((float)INT_MAX);
 			shadowMap[index] = color;
 		}
 	}

	int hStartIndex = 0;
	int hEndIndex = obj.data.jobCount;

	thrust::device_vector< int > dStartIndex( 1 );
	thrust::device_vector< int > dEndIndex( 1 );
	thrust::device_vector< int > dTravQueuePtr( 1 );

#include "../inc/Renderer.h"

#include <cstdint>

#include "../inc/bfsoctree_operations.h"
#include "../inc/light.h"
