anchor.diff:              if RuntimeConfig.PrintShaderCode then
                   let codeWithDefine = addPreprocessorDefine "__SHADER_STAGE__" code
                   let numberdLines = withLineNumbers codeWithDefine
  -                Report.Line("CODE: \n{0}", numberdLines)
  +                Report.Line("Compiling shader:\n{0}", numberdLines)
   
               using x.ResourceLock (fun _ ->
                   let results =
  
positive.code:             let mutable lineCnt = 1
              while (lineEnd >= 0) do
                  let line = code.Substring(lineStart, lineEnd - lineStart + 1)
                  let lineCntLen = 1 + int (Fun.Log10 lineCnt)
                  sb.Append(lineCnt.ToString().PadLeft(lineCntLen)) |> ignore
                  sb.Append(": ")  |> ignore
                  sb.Append(line) |> ignore
                  lineStart <- lineEnd + 1
  
negative.code:                     Success shaders
                  else
                      let codeWithDefine = addPreprocessorDefine "__SHADER_STAGE__" code
                      let numberdLines = withLineNumbers codeWithDefine
                      Report.Line("Failed to compile shader:\n{0}", numberdLines)
                      let err = errors |> List.map (fun (stage, e) -> sprintf "%A:\r\n%s" stage (String.indent 1 e)) |> String.concat "\r\n\r\n" 
                      Error err
              
  