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Shader_IR: Fix regression on TLD4
Originally on the last commit I thought TLD4 acted the same as TLD4S and didn't have a mask. It actually does have a component mask. This commit corrects that.
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@ -326,7 +326,7 @@ private:
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Node BitfieldInsert(Node base, Node insert, u32 offset, u32 bits);
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void WriteTexInstructionFloat(NodeBlock& bb, Tegra::Shader::Instruction instr,
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const Node4& components, bool is_tld4 = false);
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const Node4& components);
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void WriteTexsInstructionFloat(NodeBlock& bb, Tegra::Shader::Instruction instr,
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const Node4& components, bool ignore_mask = false);
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