HLSL and standalone, modifying Standalone to send filename as string source, and HLSL backend will use this to print a better error mesage when things fail
diff --git a/StandAlone/StandAlone.cpp b/StandAlone/StandAlone.cpp
index 0a8f395..0c54273 100644
--- a/StandAlone/StandAlone.cpp
+++ b/StandAlone/StandAlone.cpp
@@ -412,7 +412,26 @@
 struct ShaderCompUnit {
     EShLanguage stage;
     std::string fileName;
-    char** text;           // memory owned/managed externally
+    char** text;             // memory owned/managed externally
+    const char*  fileNameList[1];
+
+    //Need to have a special constructors to adjust the fileNameList, since back end needs a list of ptrs
+    ShaderCompUnit(EShLanguage istage, std::string &ifileName, char** itext)
+    {
+        stage = istage;
+        fileName = ifileName;
+        text    = itext;
+		fileNameList[0] = fileName.c_str();
+    }
+
+    ShaderCompUnit(const ShaderCompUnit &rhs)
+    {
+        stage = rhs.stage;
+        fileName = rhs.fileName;
+        text = rhs.text;
+		fileNameList[0] = fileName.c_str();
+    }
+
 };
 
 //
@@ -439,7 +458,7 @@
     for (auto it = compUnits.cbegin(); it != compUnits.cend(); ++it) {
         const auto &compUnit = *it;
         glslang::TShader* shader = new glslang::TShader(compUnit.stage);
-        shader->setStrings(compUnit.text, 1);
+        shader->setStringsWithLengthsAndNames(compUnit.text, NULL, compUnit.fileNameList, 1);
         if (entryPointName) // HLSL todo: this needs to be tracked per compUnits
             shader->setEntryPoint(entryPointName);
         shaders.push_back(shader);
diff --git a/hlsl/hlslParseHelper.cpp b/hlsl/hlslParseHelper.cpp
index 2a79375..2662ea0 100755
--- a/hlsl/hlslParseHelper.cpp
+++ b/hlsl/hlslParseHelper.cpp
@@ -116,9 +116,12 @@
 
     HlslScanContext scanContext(*this, ppContext);
     HlslGrammar grammar(scanContext, *this);
-    if (! grammar.parse())
-        printf("HLSL translation failed.\n");
-
+    if (!grammar.parse())
+    {
+        //Print out a nicer error message that should be formated such that if you click on the message it will take you right to the line through most UIs
+        const glslang::TSourceLoc& sourceLoc = input.getSourceLoc();
+        printf("\n%s(%i): error at column %i, HLSL translation failed.\n", sourceLoc.name, sourceLoc.line, sourceLoc.column);
+    }
     return numErrors == 0;
 }