{"record":{"id":"ae46645bf0e9c623","repo":"remotion-dev/remotion","slug":"shine-program-link-failed-log-no-log","errorCode":null,"errorMessage":"Shine program link failed: ${log ?? '(no log)'}","messagePattern":"Shine program link failed: (.+?)","errorType":"exception","errorClass":"Error","httpStatus":null,"severity":"error","filePath":"packages/effects/src/shine.ts","lineNumber":224,"sourceCode":"};\n\nconst linkProgram = (\n\tgl: WebGL2RenderingContext,\n\tvs: WebGLShader,\n\tfs: WebGLShader,\n): WebGLProgram => {\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, vs);\n\tgl.attachShader(program, fs);\n\tgl.linkProgram(program);\n\tif (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n\t\tconst log = gl.getProgramInfoLog(program);\n\t\tgl.deleteProgram(program);\n\t\tthrow new Error(`Shine program link failed: ${log ?? '(no log)'}`);\n\t}\n\n\treturn program;\n};\n\nexport const shine = createEffect<ShineParams, ShineState>({\n\ttype: 'dev.remotion.effects.shine',\n\tlabel: 'shine()',\n\tdocumentationLink: 'https://www.remotion.dev/docs/effects/shine',\n\tbackend: 'webgl2',\n\tcalculateKey: (params) => {\n\t\tconst r = resolve(params);\n\t\treturn `shine-${r.progress}-${r.angle}-${r.haloSigma}-${r.coreSigma}-${r.haloIntensity}-${r.coreIntensity}`;\n\t},\n\tsetup: (target) => {\n\t\tconst gl = target.getContext('webgl2', {\n\t\t\tpremultipliedAlpha: true,\n\t\t\talpha: true,","sourceCodeStart":206,"sourceCodeEnd":242,"githubUrl":"https://github.com/remotion-dev/remotion/blob/78fe4bb3fdb5a2cd68724393d63cb223db333fa7/packages/effects/src/shine.ts#L206-L242","documentation":"The shine() effect links its compiled vertex and fragment shaders via gl.linkProgram(). If linking fails (LINK_STATUS is false), the effect reads the program info log, deletes the program, and throws this Error with the diagnostic. Since the shaders are fixed library constants, a link failure usually signals a driver bug — typically a vertex/fragment interface mismatch as seen by that particular driver, or resource limits exceeded during linking.","triggerScenarios":"Calling shine() on a GPU/driver that compiles both shaders individually but fails to link them. This can happen with buggy drivers that misreport varying declarations, drivers that exceed instruction/texture limits during link-time allocation, or ANGLE translation bugs for specific GPU families.","commonSituations":"Specific integrated GPU models (older Intel HD, some Mali/Adreno mobile parts); outdated ANGLE/D3D translation layers in older Chromium builds; SwiftShader edge cases with complex fragment shaders.","solutions":["Read the info log in the error message for the specific link-time diagnostic.","Update the GPU driver and Chromium/Chrome to the latest version.","Switch to a render environment with a known-good WebGL2 implementation.","File a Remotion issue with the GPU vendor string, driver version, and full info log."],"exampleFix":"null","handlingStrategy":"try-catch","validationCode":"null","typeGuard":"null","tryCatchPattern":"try {\n  shine({ progress: 0.5 });\n} catch (e) {\n  if (e instanceof Error && e.message.startsWith('Shine program link failed')) {\n    console.error('Program link error:', e.message);\n    // Fall back to a non-WebGL approach or switch render environment\n  } else {\n    throw e;\n  }\n}","preventionTips":["Use a render environment with a capable, up-to-date WebGL2 stack.","Keep GPU drivers current.","The shader source is fixed — link failures are typically driver bugs.","Report persistent link failures with the GPU vendor, driver version, and full info log."],"tags":["webgl2","gpu","program","glsl","driver-compat"],"backgroundTag":null,"analyzedSha":"78fe4bb3fdb5a2cd68724393d63cb223db333fa7","analyzedAt":"2026-08-12T17:18:50.444Z","schemaVersion":2},"datasetVersion":"2026-08-12T23:17:12.415Z"}