What does (2153,1-34) in the '[SM5] /Engine/Generated/Material.ush(2153,1-34):' error message in the custom node mean?

float accumdens = 0;

float transmittance = 1;

float3 lightenergy = 0;

Density *= StepSize;

LightVector *= ShadowStepSize;

ShadowDensity *= ShadowStepSize;

float shadowthresh = -log(ShadowThreshold) / ShadowDensity;

LocalCamVec = normalize( mul(Parameters.CameraVector, GetPrimitiveData(Parameters.PrimitiveId).WorldToLocal)) * StepSize;





for (int i = 0; i < MaxSteps; i++)

{

    float cursample = PseudoVolumeTexture(Tex, TexSampler, saturate(CurPos), XYFrames, NumFrames).r;

    

    if(cursample > 0.001)

    {



        float3 lpos = CurPos;

        float shadowdist = 0;



        for (int s = 0; s < ShadowSteps; s++)

        {

            lpos += LightVector;

            float lsample = PseudoVolumeTexture(Tex, TexSampler, saturate(lpos), XYFrames, NumFrames).r;



            float3 shadowboxtest = floor( 0.5 + ( abs( 0.5 - lpos ) ) );

            float exitshadowbox = shadowboxtest .x + shadowboxtest .y + shadowboxtest .z;



            if(shadowdist > shadowthresh || exitshadowbox >= 1) break;



            shadowdist += lsample;

        }



        float3 dfpos = 2 * (CurPos - 0.5) * GetPrimitiveData(Parameters.PrimitiveId).LocalObjectBoundsMax.x;

        dfpos = TransformLocalPositionToWorld(Parameters, dfpos) - CameraPosWS;

        float dftracedist = 1;

        float dfshadow = 1;

        float curdist = 0;

        float DistanceAlongCone = 0;

        for (int d = 0; d < DFSSteps; d++)

        {

            DistanceAlongCone += curdist;

            curdist = GetDistanceToNearestSurfaceGlobal(dfpos);



            float SphereSize = DistanceAlongCone * LightTangent;



            dfshadow = min( saturate(curdist / SphereSize) , dfshadow);



            dfpos.xyz += LightVectorWS * dftracedist * curdist;

            dftracedist *= 1.0001;

        }





        cursample = 1 - exp(-cursample * Density);

        lightenergy += exp(-shadowdist * ShadowDensity) * cursample * transmittance * LightColor * dfshadow;

        transmittance *= 1-cursample;



        shadowdist = 0;



        lpos = CurPos + float3(0,0,0.025);

        float lsample = PseudoVolumeTexture(Tex, TexSampler, saturate(lpos), XYFrames, NumFrames).r;

        shadowdist += lsample;

        lpos = CurPos + float3(0,0,0.05);

        lsample = PseudoVolumeTexture(Tex, TexSampler, saturate(lpos), XYFrames, NumFrames).r;

        shadowdist += lsample;

        lpos = CurPos + float3(0,0,0.15);

        lsample = PseudoVolumeTexture(Tex, TexSampler, saturate(lpos), XYFrames, NumFrames).r;

        shadowdist += lsample;



        lightenergy    += exp(-shadowdist  * AmbientDensity) * cursample * SkyColor * transmittance;



    }



    CurPos += -LocalCamVec;

}



CurPos += LocalCamVec * (1 - FinalStepSize);

float cursample = PseudoVolumeTexture(Tex, TexSampler, saturate(CurPos), XYFrames, NumFrames).r;



    if(cursample > 0.001)

    {



         float3 lpos = CurPos;

        float shadowdist = 0;



        for (int s = 0; s < ShadowSteps; s++)

        {

            lpos += LightVector;

            float lsample = PseudoVolumeTexture(Tex, TexSampler, saturate(lpos), XYFrames, NumFrames).r;



            float3 shadowboxtest = floor( 0.5 + ( abs( 0.5 - lpos ) ) );

            float exitshadowbox = shadowboxtest .x + shadowboxtest .y + shadowboxtest .z;



            if(shadowdist > shadowthresh || exitshadowbox >= 1) break;



            shadowdist += lsample;

        }



        float3 dfpos = 2 * (CurPos - 0.5) * GetPrimitiveData(Parameters.PrimitiveId).LocalObjectBoundsMax.x;

        dfpos = TransformLocalPositionToWorld(Parameters, dfpos) - CameraPosWS;

        float dftracedist = 1;

        float dfshadow = 1;

        float curdist = 0;

        float DistanceAlongCone = 0;

        for (int d = 0; d < DFSSteps; d++)

        {

            DistanceAlongCone += curdist;

            curdist = GetDistanceToNearestSurfaceGlobal(dfpos);



            float SphereSize = DistanceAlongCone * LightTangent;



            dfshadow = min( saturate(curdist / SphereSize) , dfshadow);



            dfpos.xyz += LightVectorWS * dftracedist * curdist;

            dftracedist *= 1.0001;

        }





    cursample = 1 - exp(-cursample * Density);

    lightenergy += exp(-shadowdist * ShadowDensity) * cursample * transmittance * LightColor * dfshadow;

    transmittance *= 1-cursample;



    shadowdist = 0;



    lpos = CurPos + float3(0,0,0.025);

    float lsample = PseudoVolumeTexture(Tex, TexSampler, saturate(lpos), XYFrames, NumFrames).r;

    shadowdist += lsample;

    lpos = CurPos + float3(0,0,0.05);

    lsample = PseudoVolumeTexture(Tex, TexSampler, saturate(lpos), XYFrames, NumFrames).r;

    shadowdist += lsample;

    lpos = CurPos + float3(0,0,0.15);

    lsample = PseudoVolumeTexture(Tex, TexSampler, saturate(lpos), XYFrames, NumFrames).r;

    shadowdist += lsample;



    lightenergy    += exp(-shadowdist  * AmbientDensity) * cursample * SkyColor * transmittance;
}
return float4( lightenergy, transmittance);