Instanced Rendering Buffer inputs explaination needed

Hello guys,
While experimenting with OpenGL It seems I do not understand something with GlDrawArraysInstanced()

I want to achieve: 1INT of an Array = 1 COLOR = 1 INSTANCE = 2TRIANLES = 1 SQUARE

I have a map that fits my screen with integers, each representing a color (4 differents available):



        int map_size = tile_x*tile_y;
	int *mapmat = new int [map_size];

	for (int i = 0; i < map_size; i++) {
		mapmat[i] = (i % 4);
	}
	mapmat[0] = 3; //3 is grey
	mapmat[1] = 2; //2 is blue
	mapmat[2] = 1; //1 is green
	mapmat[3] = 0; //0 is red
	mapmat[4] = 3;
	mapmat[5] = 1;

I feed it into a buffer and bind it to a VAO:

        GLuint vbo;
        glGenBuffers(1, &vbo);
        glBindBuffer(GL_ARRAY_BUFFER, vbo);
        glBufferData(GL_ARRAY_BUFFER, sizeof(mapmat), mapmat, GL_STATIC_DRAW);

	GLuint shaderProgram = graphic_engine::compile_program("shader/simple.vs","shader/simple.fs");
	glUseProgram(shaderProgram);

	GLuint matAttrib = glGetAttribLocation(shaderProgram, "mat");
	glEnableVertexAttribArray(matAttrib);
	glVertexAttribIPointer(matAttrib, 1, GL_INT, 0, 0);
	glVertexAttribDivisor(matAttrib,1);

here are about my vertex and fragment shaders:


#version 150 core //VERTEX SHADER
#extension GL_ARB_explicit_attrib_location : require

layout (location = 0) in int mat;
layout (location = 1) uniform vec4 screen; //rx,ry,tile_x,tile_y //some screen settings used only set once ...

out VS_OUT
{
	vec4 color;
}vs_out;

	// triangles layout
	// 2------1
	// |        /|
	// |      /  |
	// |    /    |
	// |  /      |
	// |/        |
	// 0------3
	const int indexes[6]={0,1,2,0,3,1};

void main() {
	

	float rx = screen[0];
	float ry = screen[1];

	int tx = int(screen[2]);
	int ty = int(screen[3]);

	float ox = -1.0 + rx*(gl_InstanceID % tx);
	float oy = 1.0 - ry*(gl_InstanceID / tx) ;

	vec4 vertices[4]= vec4[4](
	vec4(ox,oy-ry,0.5,1.0),
	vec4(ox+rx,oy,0.5,1.0),
	vec4(ox,oy,0.5,1.0),
	vec4(ox+rx,oy-ry,0.5,1.0)
	);

	const vec4 colors[4]= vec4[4](
	vec4(1.0,0.0,0.0,1.0),
	vec4(0.0,1.0,0.0,1.0),
	vec4(0.0,0.0,1.0,1.0),
	vec4(0.5,0.5,0.5,1.0)
	);

	gl_Position = vertices[indexes[gl_VertexID]]; //array of the 6 needed vertices
	vs_out.color = colors[mat]; //the color corresponding to the map
}


#version 150 core //FRAGMENT SHADER

in VS_OUT
{
	vec4 color;
}vs_out;

uniform vec4 screen; //rx,ry,tile_x,tile_y

out vec4 colorout;

void main() {

	colorout =vs_out.color;
}

I call this each frame:

glDrawArraysInstanced(GL_TRIANGLES, 0,6, tile_x*tile_y);

and here is my output:
[ATTACH=CONFIG]1445[/ATTACH]

What do I miss Here ?