 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);

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);

vec4 texture2D       (sampler2D sampler, vec2 coord);
vec4 texture2DProj   (sampler2D sampler, vec3 coord);
vec4 texture2DProj   (sampler2D sampler, vec4 coord);
vec4 texture2DLod    (sampler2D sampler, vec2 coord, float lod);
vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);

vec4 texture3D       (sampler3D sampler, vec3 coord);
vec4 texture3DProj   (sampler3D sampler, vec4 coord);
vec4 texture3DLod    (sampler3D sampler, vec3 coord, float lod);
vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);

vec4 textureCube     (samplerCube sampler, vec3 coord);
vec4 textureCubeLod  (samplerCube sampler, vec3 coord, float lod);

vec4 shadow1D       (sampler1DShadow sampler, vec3 coord);
vec4 shadow2D       (sampler2DShadow sampler, vec3 coord);
vec4 shadow1DProj   (sampler1DShadow sampler, vec4 coord);
vec4 shadow2DProj   (sampler2DShadow sampler, vec4 coord);
vec4 shadow1DLod    (sampler1DShadow sampler, vec3 coord, float lod);
vec4 shadow2DLod    (sampler2DShadow sampler, vec3 coord, float lod);
vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod);
