title: Uniform texel buffer for Vulkan GLSL
body: <p>I have an float RGBA buffer that I want to pass to my compute shader as a Uniform Texel Buffer (for read-only access with no sampling).
  Can someone tell me how to do this in GLSL?</p>
  
  <p>All examples I can find seem to be skipping that topic or have a at best weak nomenclature.</p>