 uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset);
 
 float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset);
-
-/* textureOffset - bias variants */
- vec4 textureOffset( sampler1D sampler, float P, int offset, float bias);
-ivec4 textureOffset(isampler1D sampler, float P, int offset, float bias);
-uvec4 textureOffset(usampler1D sampler, float P, int offset, float bias);
-
- vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias);
-ivec4 textureOffset(isampler2D sampler, vec2 P, ivec2 offset, float bias);
-uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset, float bias);
-
- vec4 textureOffset( sampler3D sampler, vec3 P, ivec3 offset, float bias);
-ivec4 textureOffset(isampler3D sampler, vec3 P, ivec3 offset, float bias);
-uvec4 textureOffset(usampler3D sampler, vec3 P, ivec3 offset, float bias);
-
-float textureOffset(sampler1DShadow sampler, vec3 P, int offset, float bias);
-float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias);
-
- vec4 textureOffset( sampler1DArray sampler, vec2 P, int offset, float bias);
-ivec4 textureOffset(isampler1DArray sampler, vec2 P, int offset, float bias);
-uvec4 textureOffset(usampler1DArray sampler, vec2 P, int offset, float bias);
-
- vec4 textureOffset( sampler2DArray sampler, vec3 P, ivec2 offset, float bias);
-ivec4 textureOffset(isampler2DArray sampler, vec3 P, ivec2 offset, float bias);
-uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset, float bias);
-
-float textureOffset(sampler1DArrayShadow samp, vec3 P, int offset, float bias);
 
 /* texelFetch */
  vec4 texelFetch( sampler1D sampler, int P, int lod);

float textureProj(sampler1DShadow sampler, vec4 P);
float textureProj(sampler2DShadow sampler, vec4 P);

/* textureProj - bias variants */
 vec4 textureProj( sampler1D sampler, vec2 P, float bias);
ivec4 textureProj(isampler1D sampler, vec2 P, float bias);
uvec4 textureProj(usampler1D sampler, vec2 P, float bias);
 vec4 textureProj( sampler1D sampler, vec4 P, float bias);
ivec4 textureProj(isampler1D sampler, vec4 P, float bias);
uvec4 textureProj(usampler1D sampler, vec4 P, float bias);

 vec4 textureProj( sampler2D sampler, vec3 P, float bias);
ivec4 textureProj(isampler2D sampler, vec3 P, float bias);
uvec4 textureProj(usampler2D sampler, vec3 P, float bias);
 vec4 textureProj( sampler2D sampler, vec4 P, float bias);
ivec4 textureProj(isampler2D sampler, vec4 P, float bias);
uvec4 textureProj(usampler2D sampler, vec4 P, float bias);

 vec4 textureProj( sampler3D sampler, vec4 P, float bias);
ivec4 textureProj(isampler3D sampler, vec4 P, float bias);
uvec4 textureProj(usampler3D sampler, vec4 P, float bias);

float textureProj(sampler1DShadow sampler, vec4 P, float bias);
float textureProj(sampler2DShadow sampler, vec4 P, float bias);

/* textureLod */
 vec4 textureLod( sampler1D sampler, float P, float lod);
ivec4 textureLod(isampler1D sampler, float P, float lod);

ivec2 textureSize(sampler1DArrayShadow sampler, int lod);
ivec3 textureSize(sampler2DArrayShadow sampler, int lod);

/* texture */
 vec4 texture( sampler1D sampler, float P);
ivec4 texture(isampler1D sampler, float P);
uvec4 texture(usampler1D sampler, float P);
