func FramebufferTextureLayer(target uint32, attachment uint32, texture uint32, level int32, layer int32) {
	C.glowFramebufferTextureLayer(gpFramebufferTextureLayer, (C.GLenum)(target), (C.GLenum)(attachment), (C.GLuint)(texture), (C.GLint)(level), (C.GLint)(layer))
}
func FramebufferTextureLayer(target uint32, attachment uint32, texture uint32, level int32, layer int32) {
	C.glowFramebufferTextureLayer(gpFramebufferTextureLayer, (C.GLenum)(target), (C.GLenum)(attachment), (C.GLuint)(texture), (C.GLint)(level), (C.GLint)(layer))
}
func FramebufferTextureLayer ( target uint32 , attachment uint32 , texture uint32 , level int32 , layer int32 ) { C . glowFramebufferTextureLayer ( gpFramebufferTextureLayer , ( C . GLenum ) ( target ) , ( C . GLenum ) ( attachment ) , ( C . GLuint ) ( texture ) , ( C . GLint ) ( level ) , ( C . GLint ) ( layer ) ) }
// attach a single layer of a texture object as a logical buffer of a framebuffer object
attach a single layer of a texture object as a logical buffer of a framebuffer object