As best I can tell, the error occurs purely from trying to import 
pyshaders.  I tried running solely "import pyshaders" with no other code, 
and it still gave the same error.  It appears to be taking issue with:

  File "C:\Users\Erik\Anaconda2\lib\site-packages\pyshaders.py", line 167
>     c_type, bcount, setter, *mat_size = UNIFORMS_DATA[type]
>
and in particular once it reaches the asterisk (which makes it a rather 
annoying error to try to search for on google).  I might indeed report this 
as a bug, if looking into those extensions doesn't yield anything. 

On Thursday, 21 July 2016 19:43:28 UTC-6, Benjamin Moran wrote:
>
> 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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