diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp index ff4f670c587..04292e1f8c9 100644 --- a/servers/rendering/shader_language.cpp +++ b/servers/rendering/shader_language.cpp @@ -10549,19 +10549,23 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_ } } else if ((int(completion_base) > int(TYPE_MAT4) && int(completion_base) < int(TYPE_STRUCT))) { Vector options; + if (current_uniform_filter == FILTER_DEFAULT) { + options.push_back("filter_linear"); + options.push_back("filter_linear_mipmap"); + options.push_back("filter_linear_mipmap_anisotropic"); + options.push_back("filter_nearest"); + options.push_back("filter_nearest_mipmap"); + options.push_back("filter_nearest_mipmap_anisotropic"); + } + if (current_uniform_repeat == REPEAT_DEFAULT) { + options.push_back("repeat_enable"); + options.push_back("repeat_disable"); + } if (completion_base_array) { if (current_uniform_hint == ShaderNode::Uniform::HINT_NONE) { options.push_back("source_color"); } } else { - if (current_uniform_filter == FILTER_DEFAULT) { - options.push_back("filter_linear"); - options.push_back("filter_linear_mipmap"); - options.push_back("filter_linear_mipmap_anisotropic"); - options.push_back("filter_nearest"); - options.push_back("filter_nearest_mipmap"); - options.push_back("filter_nearest_mipmap_anisotropic"); - } if (current_uniform_hint == ShaderNode::Uniform::HINT_NONE) { options.push_back("hint_anisotropy"); options.push_back("hint_default_black"); @@ -10579,10 +10583,6 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_ options.push_back("hint_depth_texture"); options.push_back("source_color"); } - if (current_uniform_repeat == REPEAT_DEFAULT) { - options.push_back("repeat_enable"); - options.push_back("repeat_disable"); - } } for (int i = 0; i < options.size(); i++) {