code: 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))
  }
docs: // bind a level of a texture to an image unit