MIPMAP

fixed4 main(
  half2 Out_Tex0 : TEXCOORD0,
  fixed4 Out_Color0 : COLOR0,
  uniform sampler2D Diffuse,
  uniform half AlphaRef
  PREFIX
) : COLOR {
  SETFRAGCOLOR TEX2D_MIPSAMPLE(Diffuse, Out_Tex0) * Out_Color0;
  ALPHAKILL
  return gl_FragColor;
}
