gl_shader_decompiler: Fix TEXS mask and dest.
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		| @@ -766,13 +766,16 @@ private: | ||||
|         // goes into gpr28+0 and gpr28+1 | ||||
|         size_t texs_offset{}; | ||||
|  | ||||
|         size_t src_elem{}; | ||||
|         for (const auto& dest : {instr.gpr0.Value(), instr.gpr28.Value()}) { | ||||
|             size_t dest_elem{}; | ||||
|             for (unsigned elem = 0; elem < 2; ++elem) { | ||||
|                 if (!instr.texs.IsComponentEnabled(elem)) { | ||||
|                 if (!instr.texs.IsComponentEnabled(src_elem++)) { | ||||
|                     // Skip disabled components | ||||
|                     continue; | ||||
|                 } | ||||
|                 regs.SetRegisterToFloat(dest, elem + texs_offset, texture, 1, 4, false, elem); | ||||
|                 regs.SetRegisterToFloat(dest, elem + texs_offset, texture, 1, 4, false, | ||||
|                                         dest_elem++); | ||||
|             } | ||||
|  | ||||
|             if (!instr.texs.HasTwoDestinations()) { | ||||
|   | ||||
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