I'm not very familiar with the library yet, but from what I can see it 
requires activating some extensions for higher level GLSL support. If you 
can share a copy of the code you're trying to run, I can give it a try 
here. You might also consider just openening up a ticket on the project 
page if it turns out to be a bug. 



On Thursday, July 21, 2016 at 5:14:31 AM UTC+9, Erik Olson wrote:
>
> 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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