Accessing texture in shader without binding?


is it possible to read texture in fragment shader without binding it to sampler in application? For ex. include texture IDs in VBO and pass texture ID to fragment shader and then access it with texture2D or some similar function/method? I´m using GL 3.1 forward context & GLSL 1.40. If possible, what kind of choices are there?

Thanks in advance!

Already answered in the other forum…