GLSL: add a vec4 texture(int index, vec2 p, float bias) overload
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@ -31,6 +31,11 @@ vec4 texture(int index, vec2 p)
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return texture(textures[uTextureIndex + index], p);
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}
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vec4 texture(int index, vec2 p, float bias)
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{
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return texture(textures[uTextureIndex + index], p, bias);
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}
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ivec2 textureSize(int index, int lod)
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{
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return textureSize(textures[uTextureIndex + index], lod);
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