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
File "C:\Users\Erik\Anaconda2\lib\site-packages\pyshaders.py", line 167
c_type, bcount, setter, *mat_size = UNIFORMS_DATA[type]
gauss = pyshaders.from_string('''attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
varying vec2 v_blurTexCoords[14];
void main()
{
gl_Position = a_position;
v_texCoord = a_texCoord;
v_blurTexCoords[ 0] = v_texCoord + vec2(-0.028, 0.0);
v_blurTexCoords[ 1] = v_texCoord + vec2(-0.024, 0.0);
v_blurTexCoords[ 2] = v_texCoord + vec2(-0.020, 0.0);
v_blurTexCoords[ 3] = v_texCoord + vec2(-0.016, 0.0);
v_blurTexCoords[ 4] = v_texCoord + vec2(-0.012, 0.0);
v_blurTexCoords[ 5] = v_texCoord + vec2(-0.008, 0.0);
v_blurTexCoords[ 6] = v_texCoord + vec2(-0.004, 0.0);
v_blurTexCoords[ 7] = v_texCoord + vec2( 0.004, 0.0);
v_blurTexCoords[ 8] = v_texCoord + vec2( 0.008, 0.0);
v_blurTexCoords[ 9] = v_texCoord + vec2( 0.012, 0.0);
v_blurTexCoords[10] = v_texCoord + vec2( 0.016, 0.0);
v_blurTexCoords[11] = v_texCoord + vec2( 0.020, 0.0);
v_blurTexCoords[12] = v_texCoord + vec2( 0.024, 0.0);
v_blurTexCoords[13] = v_texCoord + vec2( 0.028, 0.0);
}''','''precision mediump float;
uniform sampler2D s_texture;
varying vec2 v_texCoord;
varying vec2 v_blurTexCoords[14];
void main()
{
gl_FragColor = vec4(0.0);
gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 0])*0.0044299121055113265;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 1])*0.00895781211794;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 2])*0.0215963866053;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 3])*0.0443683338718;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 4])*0.0776744219933;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 5])*0.115876621105;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 6])*0.147308056121;
gl_FragColor += texture2D(s_texture, v_texCoord )*0.159576912161;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 7])*0.147308056121;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 8])*0.115876621105;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 9])*0.0776744219933;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[10])*0.0443683338718;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[11])*0.0215963866053;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[12])*0.00895781211794;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[13])*0.0044299121055113265;
}''')
File "C:\Users\Erik\Documents\Programming\workspace\drawingLessons\src\draw.py", line 150, in <module>
}''')
File "C:\Users\Erik\Anaconda3\lib\site-packages\pyshaders.py", line 791, in from_string
raise ShaderCompilationError(prog.logs)
pyshaders.ShaderCompilationError: Shaders Errors:
ERROR: Definition for "void main()" not found.
gauss = pyshaders.from_string('''#version 130
attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
varying vec2 v_blurTexCoords[14];
void main()
{
gl_Position = a_position;
v_texCoord = a_texCoord;
v_blurTexCoords[ 0] = v_texCoord + vec2(-0.028, 0.0);
v_blurTexCoords[ 1] = v_texCoord + vec2(-0.024, 0.0);
v_blurTexCoords[ 2] = v_texCoord + vec2(-0.020, 0.0);
v_blurTexCoords[ 3] = v_texCoord + vec2(-0.016, 0.0);
v_blurTexCoords[ 4] = v_texCoord + vec2(-0.012, 0.0);
v_blurTexCoords[ 5] = v_texCoord + vec2(-0.008, 0.0);
v_blurTexCoords[ 6] = v_texCoord + vec2(-0.004, 0.0);
v_blurTexCoords[ 7] = v_texCoord + vec2( 0.004, 0.0);
v_blurTexCoords[ 8] = v_texCoord + vec2( 0.008, 0.0);
v_blurTexCoords[ 9] = v_texCoord + vec2( 0.012, 0.0);
v_blurTexCoords[10] = v_texCoord + vec2( 0.016, 0.0);
v_blurTexCoords[11] = v_texCoord + vec2( 0.020, 0.0);
v_blurTexCoords[12] = v_texCoord + vec2( 0.024, 0.0);
v_blurTexCoords[13] = v_texCoord + vec2( 0.028, 0.0);
}''','''#version 130
precision mediump float;
uniform sampler2D s_texture;
varying vec2 v_texCoord;
varying vec2 v_blurTexCoords[14];
void main()
{
gl_FragColor = vec4(0.0);
gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 0])*0.0044299121055113265;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 1])*0.00895781211794;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 2])*0.0215963866053;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 3])*0.0443683338718;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 4])*0.0776744219933;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 5])*0.115876621105;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 6])*0.147308056121;
gl_FragColor += texture2D(s_texture, v_texCoord )*0.159576912161;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 7])*0.147308056121;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 8])*0.115876621105;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[ 9])*0.0776744219933;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[10])*0.0443683338718;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[11])*0.0215963866053;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[12])*0.00895781211794;
gl_FragColor += texture2D(s_texture, v_blurTexCoords[13])*0.0044299121055113265;
}''')