How to debug an effect that fails to build

I’m trying to implement projected texturing by editing the standard SpriteEffect.fx using this tutorial - Quadrilateral Interpolation, Part 1 – Nathan Reed’s coding blog

But when I try and build the effect (or for that matter if I just copy and paste the contents of SpriteEffect.fx in there without editing so doesn’t seem to be something I’ve done) it fails to build. But I don’t see any information in MGCB about why it failed. Am I missing something? Also why wouldn’t the plain SpriteEffect.fx compile through the content builder?

Current attempt

#if OPENGL
	#define SV_POSITION POSITION
	#define VS_SHADERMODEL vs_3_0
	#define PS_SHADERMODEL ps_3_0
#else
	#define VS_SHADERMODEL vs_4_0_level_9_1
	#define PS_SHADERMODEL ps_4_0_level_9_1
#endif
#include "Macros.fxh"
DECLARE_TEXTURE(Texture, 0);
BEGIN_CONSTANTS
MATRIX_CONSTANTS
    float4x4 MatrixTransform    _vs(c0) _cb(c0);
END_CONSTANTS
struct VSOutput
{
	float4 position		: SV_Position;
	float4 color		: COLOR0;
    float3 texCoord		: TEXCOORD0;
};
VSOutput SpriteVertexShader(	float4 position	: POSITION0,
								float4 color	: COLOR0,
								float3 texCoord	: TEXCOORD0)
{
	VSOutput output;
    output.position = mul(position, MatrixTransform);
	output.color = color;
	output.texCoord = texCoord;
	return output;
}
float4 SpritePixelShader(VSOutput input) : SV_Target0
{
    return SAMPLE_TEXTURE(Texture, input.texCoord.xy / input.texCoord.z) * input.color;
}
TECHNIQUE( SpriteBatch, SpriteVertexShader, SpritePixelShader );

Ah nvm, I see my issue now, missing the macros.fxh !