public static void DecompileAllShadersOfType(string Type)
        {
            string inputDir = Path.Combine(Program.ShaderDumpDirectory, Type);

            if (!Directory.Exists(inputDir))
            {
                Program.LogLine($"Unable to find input directory \"{inputDir}\", aborting...");
                return;
            }

            string[] vsFiles = Directory.GetFiles(inputDir, "*.vs.bin");
            string[] psFiles = Directory.GetFiles(inputDir, "*.ps.bin");
            string[] csFiles = Directory.GetFiles(inputDir, "*.cs.bin");

            List <string> allFiles = new List <string>();

            allFiles.AddRange(vsFiles);
            allFiles.AddRange(psFiles);
            allFiles.AddRange(csFiles);

            Program.LogLine(
                $"DecompileAllShadersOfType({Type}): " +
                $"{vsFiles.Length} vertex shaders, {psFiles.Length} pixel shaders, {csFiles.Length} compute shaders.");

            System.Threading.Tasks.Parallel.For(0, allFiles.Count, i =>
            {
                ShaderDecompiler.DecompileShader(allFiles[i], allFiles[i].Replace(".bin", ".hlsl"), allFiles[i].Replace(".bin", ".txt"));
            });

            Program.LogLine($"DecompileAllShadersOfType({Type}): Done.");
        }
        public static ShaderBytecode RecompileShader3DMigoto(string OriginalFile, string HlslType)
        {
            // Create a copy of the file since it will be trashed
            string copyPath = OriginalFile.Replace(".bin", ".hlsl");

            ShaderDecompiler.DecompileShader(OriginalFile, copyPath, OriginalFile.Replace(".bin", ".txt"));

            return(CompileShaderOfType(copyPath, HlslType, null));
        }