 
 float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod);
 
-/* textureOffset - no bias */
+/* textureOffset */
  vec4 textureOffset( sampler1D sampler, float P, int offset);
 ivec4 textureOffset(isampler1D sampler, float P, int offset);
 uvec4 textureOffset(usampler1D sampler, float P, int offset);

ivec4 texelFetchOffset(isampler2DArray sampler, ivec3 P, int lod, ivec2 offset);
uvec4 texelFetchOffset(usampler2DArray sampler, ivec3 P, int lod, ivec2 offset);

/* textureProjOffset - no bias */
 vec4 textureProj( sampler1D sampler, vec2 P, int offset);
ivec4 textureProj(isampler1D sampler, vec2 P, int offset);
uvec4 textureProj(usampler1D sampler, vec2 P, int offset);

uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset);

float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset);

/* texelFetch */
 vec4 texelFetch( sampler1D sampler, int P, int lod);
