The way I learned to send a texture to a shader is more or less

    //Use program
    //Bind texture to the texture unit to its appropriate target
    glActiveTexture(GL_TEXTURE0 + texture_unit);
	glBindTexture(target, textureID);
    //Get the uniform location in the program and attach the texture unit
    GLuint location = /*get the location somewhow*/;
    glUniform1i(location,texture_unit);

However when dealing with buffers and SSBOS rather than trying to find a location through a string name, the object is declared as:

    layout(std430, binding = 2) buffer texture_meta_data

For example. This means that the SSBO is to be bound at binding point 2

And then on the C++ side one does something like

    glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, SSBOID);

To bind the object to the binding point.

How can you do the same with textures?