{"record":{"id":"a8acc45ee852cd33","repo":"remotion-dev/remotion","slug":"shader-compile-failed-log-no-log-a8acc4","errorCode":null,"errorMessage":"Shader compile failed: ${log ?? '(no log)'}","messagePattern":"Shader compile failed: (.+?)","errorType":"exception","errorClass":"Error","httpStatus":null,"severity":"error","filePath":"packages/effects/src/region-blur/region-blur-runtime.ts","lineNumber":96,"sourceCode":"\t};\n};\n\nconst compileShader = (\n\tgl: WebGL2RenderingContext,\n\ttype: number,\n\tsource: string,\n): WebGLShader => {\n\tconst shader = gl.createShader(type);\n\tif (!shader) {\n\t\tthrow new Error('Failed to create WebGL shader');\n\t}\n\n\tgl.shaderSource(shader, source);\n\tgl.compileShader(shader);\n\tif (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n\t\tconst log = gl.getShaderInfoLog(shader);\n\t\tgl.deleteShader(shader);\n\t\tthrow new Error(`Shader compile failed: ${log ?? '(no log)'}`);\n\t}\n\n\treturn shader;\n};\n\nconst createProgram = (\n\tgl: WebGL2RenderingContext,\n\tvertexSource: string,\n\tfragmentSource: string,\n): WebGLProgram => {\n\tconst vertexShader = compileShader(gl, gl.VERTEX_SHADER, vertexSource);\n\tconst fragmentShader = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSource);\n\tconst program = gl.createProgram();\n\tif (!program) {\n\t\tthrow new Error('Failed to create WebGL program');\n\t}\n\n\tgl.attachShader(program, vertexShader);","sourceCodeStart":78,"sourceCodeEnd":114,"githubUrl":"https://github.com/remotion-dev/remotion/blob/78fe4bb3fdb5a2cd68724393d63cb223db333fa7/packages/effects/src/region-blur/region-blur-runtime.ts#L78-L114","documentation":"The region-blur runtime compiles GLSL shader source via WebGL2 and throws this error when gl.getShaderParameter reports COMPILE_STATUS is false. The message includes the info log from the driver, or '(no log)' if none was provided. This indicates a problem in the effect's built-in shader source, not in caller-supplied parameters.","triggerScenarios":"The built-in BLUR_VS, BLUR_FS_HORIZONTAL, BLUR_FS_VERTICAL, or COMPOSITE_FRAGMENT_SHADER source fails to compile on the current GPU/driver combination. This can happen with non-standard GLSL dialects, missing extensions, or a regression in the effect's shader source.","commonSituations":"Outdated GPU drivers; headless rendering with SwiftShader that rejects certain constructs; updating the effect source and introducing a syntax error; browsers with non-conformant WebGL2 implementations.","solutions":["Read the info log in the error message for the exact GLSL line and error","Update GPU drivers to the latest stable version","Use a hardware-accelerated WebGL2 context instead of a software rasterizer","Report the bug with the info log text and GPU/driver details"],"exampleFix":null,"handlingStrategy":"try-catch","validationCode":null,"typeGuard":null,"tryCatchPattern":"try {\n  regionBlur({ topLeft: [0.2, 0.2], bottomRight: [0.8, 0.8] });\n} catch (err) {\n  if (err instanceof Error && err.message.includes('Shader compile failed')) {\n    console.error('GPU shader compile failed for regionBlur:', err.message);\n  }\n  throw err;\n}","preventionTips":["Keep GPU drivers current","Test effects on the production target GPU class","Report repeatable compile failures with the info log to maintainers"],"tags":["webgl","shader","gpu","region-blur"],"backgroundTag":null,"analyzedSha":"78fe4bb3fdb5a2cd68724393d63cb223db333fa7","analyzedAt":"2026-08-12T17:18:50.444Z","schemaVersion":2},"datasetVersion":"2026-08-12T18:17:37.767Z"}