Thanks for the suggestion!  I'm currently looking it over.  I tried 
inserting the strings for an example vertex and fragment shader I found, 
but I haven't been able to get pyshaders to work.  It keeps giving the 
following error:

Traceback (most recent call last):
>   File 
> "C:\Users\Erik\Documents\Programming\workspace\drawingLessons\src\draw.py", 
> line 12, in <module>
>     import pyshaders
>   File "C:\Users\Erik\Anaconda2\lib\site-packages\pyshaders.py", line 167
>     c_type, bcount, setter, *mat_size = UNIFORMS_DATA[type]
>                                       ^
> SyntaxError: invalid syntax
>
Not really sure what's going on there.  As far as I can tell the error 
seems to be an issue with pyshaders itself. 

 

On Wednesday, 20 July 2016 02:57:32 UTC-6, Benjamin Moran wrote:
>
> Hi Erik, 
>
> I think the issue with shaders on pyglet at the moment is that you need 
> some ctypes knowlege in order to make use of the OpenGL bindings. There 
> aren't currently any built-in abstractions that make things easier. 
>
> However, Gabriel Dube has recently released a new shader library for 
> pyglet: https://github.com/gabdube/pyshaders
> That may do what you want. Have a look, and post back. 
>
> -Ben
>
>
> On Tuesday, July 19, 2016 at 2:02:41 AM UTC+9, Erik Olson wrote:
>>
>> Hello!  
>>
>> I am currently using pyglet for neuroscience research and have 
>> encountered an issue.  The program I currently have draws simple black 
>> primitives (triangle fans, etc.) to a blank white screen.  What I would 
>> like to do now is to be able to draw some of the primitives which represent 
>> a background, apply a gaussian blur using a shader, then draw the remaining 
>> objects on top, unblurred.  I have found extensive examples of shader 
>> classes to use in pyglet, along with resources stating how to write shaders 
>> in GLSL.  However, I have found practically nothing explaining how to use 
>> existing shaders to actually do things.  Currently I am working with 
>> Tristam McDonald's shader class, but I have no idea how I would actually 
>> get such shaders to apply to what appears on the screen.  
>>
>> What should the code actually look like?  Are there any good resources or 
>> examples (which I seem to be completely unable to find)?  It seems like 
>> anywhere discussing how to use shaders glosses over this part, which makes 
>> me wonder if it's really obvious and I'm just an idiot.
>>
>

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