func BindImageTexture(unit uint32, texture uint32, level int32, layered bool, layer int32, access uint32, format uint32) {
	C.glowBindImageTexture(gpBindImageTexture, (C.GLuint)(unit), (C.GLuint)(texture), (C.GLint)(level), (C.GLboolean)(boolToInt(layered)), (C.GLint)(layer), (C.GLenum)(access), (C.GLenum)(format))
}
func BindImageTexture(unit uint32, texture uint32, level int32, layered bool, layer int32, access uint32, format uint32) {
	C.glowBindImageTexture(gpBindImageTexture, (C.GLuint)(unit), (C.GLuint)(texture), (C.GLint)(level), (C.GLboolean)(boolToInt(layered)), (C.GLint)(layer), (C.GLenum)(access), (C.GLenum)(format))
}
func BindImageTexture ( unit uint32 , texture uint32 , level int32 , layered bool , layer int32 , access uint32 , format uint32 ) { C . glowBindImageTexture ( gpBindImageTexture , ( C . GLuint ) ( unit ) , ( C . GLuint ) ( texture ) , ( C . GLint ) ( level ) , ( C . GLboolean ) ( boolToInt ( layered ) ) , ( C . GLint ) ( layer ) , ( C . GLenum ) ( access ) , ( C . GLenum ) ( format ) ) }
// bind a level of a texture to an image unit
bind a level of a texture to an image unit