Ignore the top bit of the indirect texture matrix scale
This fixes the Zora eye coloration in Twilight Princess.
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@ -375,7 +375,10 @@ union IND_MTXC
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{
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{
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BitField<0, 11, s32> me;
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BitField<0, 11, s32> me;
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BitField<11, 11, s32> mf;
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BitField<11, 11, s32> mf;
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BitField<22, 2, u8, u32> s2; // bits 4-5 of scale factor
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BitField<22, 1, u8, u32> s2; // bit 4 of scale factor
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// The SDK treats the scale factor as 6 bits, 2 on each column; however, hardware seems to ignore
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// the top bit.
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BitField<22, 2, u8, u32> sdk_s2;
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u32 hex;
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u32 hex;
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};
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};
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