Defining Filtering for a Sampler2D and 3D in a GDShader

Godot Version

Godot 4.3

Question

Hello, in Blender, I am able to set the filtering of a texture to nearest-neighbor, linear, etc. Likewise, I am also able to set its repeat behavior to repeat, extend, or mirror. I am aware that you can set filtering in a standardMaterialShader, but how can I define the sampling behavior of a texture variable in a GDShader?

https://wikis.khronos.org/opengl/Sampler_Object#Filtering

This provides what I want, but trying to define them directly as tex.GL_TEXTURE_MIN_FILTER(GL_NEAREST), and this clearly doesn’t work. Similarly, glTexParameterf(tex, GL_TEXTURE_MIN_FILTER, GL_NEAREST) is not defined either.

You do it with uniform hints: