generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0' ) {

		if ( depthSnippet ) {

			return `texelFetch( ${ textureProperty }, ivec3( ${ uvIndexSnippet }, ${ depthSnippet } ), ${ levelSnippet } )`;

		} else {

			return `texelFetch( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet } )`;

		}

	}
Generates the GLSL snippet that reads a single texel from a texture without sampling or filtering.

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