Small "optimizations" trying to accelerate build time useing the FragSharp compiler. Despite elimating most hotspots this did not increase performance. Conclusion: the Roslyn semantic analysis is lazy. The cost is essentially the analysis time, which is put off (and unavoidable) until the first point semantic analysis is needed. It appears the only alternative to speed up performance is to have FragSharp running constantly (maybe as a VS extension), keeping and up-to-date compilation of the target code.
Added additional overload options for shader usages.