title: OpenGL(with GLSL) using glTexBuffer and texelFetch
body: <p>Trying to render a rectangle in OpenGL desktop, but the internal Format used in <code>glTexBuffer(...)</code> and respective code for <code>texelFetch(...)</code> is not working for me. I have the correct primitive rendering, need to correct the texture buffer part only. Below is the relevant code snippet
  <hr><pre><code>unsigned char texData [16] = 
      { 
          255, 0, 0, 0, //Red 
          0,255,0,255, //Green 
          0,0,255,255, //Blue 
          255,0,255,255, //PINK
      }; 
      glGenBuffers( 2,texBuffObj);
      glBindBuffer( GL_TEXTURE_BUFFER,texBuffObj[0]);
      glBufferData( GL_TEXTURE_BUFFER,sizeof(texData),texData,GL_DYNAMIC_DRAW);<br>
      glGenTextures(1, &amp;textureID);
      glBindTexture(GL_TEXTURE_BUFFER, textureID);
      glTexBuffer(GL_TEXTURE_BUFFER,GL_RGBA8UI,texBuffObj[0]);
  <hr>Fragement Shader Snippet:    </p>
  
  #version 330 core
  uniform usamplerBuffer samplerTexBuffer;
  out vec4 color;
  in vec2 vs_texCoord;
  in vec3 vert_Color;
  void main()        
  {
      int offset = 8; // 0:RED 4:GREEN 8:BLUE 12:PINK
      vec4 colBuff;
      colBuff = texelFetch(samplerTexBuffer,offset) ;
      color = colBuff;
  }
  </code></pre>
  
  <p><hr> The required rendering is such that with : </p>
  
  <blockquote>
    <p>offset value <strong>0</strong> primitive color : 255, 0,   0,   0,     //Red<br>
    offset value <strong>4</strong> primitive color : 0,   255, 0,   255,   //Green<br>
    offset value <strong>8</strong> primitive color : 0,   0,   255, 255,   //Blue<br>
    offset value <strong>12</strong> primitive color : 255, 0,   255, 255,   //PINK</p>
  </blockquote>
  
  <hr>
  
  <p>What are the necessary corrections required ?    </p>