Alright.  After working with Gabriel Dube a bit, he figured out what was 
keeping pyshaders from running on my computer (Thanks!).  Now that this 
works, I'm looking more again into the actual how of getting a decent 
shader setup working.  Most everything I can find regarding gaussian blurs 
recommends the use of a two-pass system, blurring the image first 
horizontally and then vertically.  This seems to necessitate the use of 
FBOs.  What support exists for using FBOs with pyglet?  I've been trying to 
get GLETools up and running, but I keep getting the following error when 
trying to import it:

Traceback (most recent call last):
  File "C:\Users\Erik\Documents\Programming\workspace\dsafsa\src\tdytd.py", 
line 7, in <module>
    import gletools
  File 
"C:\Users\Erik\Anaconda3\lib\site-packages\gletools-0.1.0-py3.5.egg\gletools\__init__.py",
 
line 8, in <module>
  File 
"C:\Users\Erik\Anaconda3\lib\site-packages\gletools-0.1.0-py3.5.egg\gletools\framebuffer.py",
 
line 12, in <module>
ImportError: cannot import name 'nested'

Any ideas?

On Monday, 18 July 2016 11:02:41 UTC-6, 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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