MIPMAP

fixed4 main(
  half2 Out_Tex0 : TEXCOORD0,
  half2 Out_Tex1 : TEXCOORD1,
  // float4 Out_ScreenPos : WPOS,
  uniform sampler2D Diffuse,
  uniform sampler2D Lightmap,
  uniform half AlphaRef
  PREFIX
) : COLOR {
  fixed4 LightColor = tex2D(Lightmap, Out_Tex1);
  SETFRAGCOLOR TEX2D_MIPSAMPLE(Diffuse, Out_Tex0) * LightColor;
  ALPHAKILL
  return gl_FragColor;
}
