generateTextureLod( texture, textureProperty, uvSnippet, depthSnippet, levelSnippet = '0u' ) {

		const wrapFunction = this.generateWrapFunction( texture );
		const textureDimension = this.generateTextureDimension( texture, textureProperty, levelSnippet );

		const vecType = texture.isData3DTexture ? 'vec3' : 'vec2';
		const coordSnippet = `${ vecType }<u32>( ${ wrapFunction }( ${ uvSnippet } ) * ${ vecType }<f32>( ${ textureDimension } ) )`;

		return this.generateTextureLoad( texture, textureProperty, coordSnippet, depthSnippet, levelSnippet );

	}
Generates the WGSL snippet for a texture lookup with explicit level-of-detail.
Since it's a lookup, no sampling or filtering is applied.

@param {Texture} texture - The texture.
@param {string} textureProperty - The name of the texture uniform in the shader.
@param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
@param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
@param {string} [levelSnippet='0u'] - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
@return {string} The WGSL snippet.