remotion-dev/remotion · error · Error
Failed to create WebGL shader
Error message
Failed to create WebGL shader
What it means
Thrown by compileShader() in the linear-gradient effect when gl.createShader() returns null. The WebGL2 context exists but refused to allocate a new shader object, which the library treats as fatal because the effect cannot run without one. It is an environment/resource failure, not a shader-source problem.
Source
Thrown at packages/effects/src/linear-gradient.ts:170
return clamp(dot(uv - uStart, gradient) / gradientLengthSq, 0.0, 1.0);
}
void main() {
vec2 publicUv = vec2(vUv.x, 1.0 - vUv.y);
vec4 color = mix(uStartColor, uEndColor, gradientProgress(publicUv));
fragColor = vec4(color.rgb * color.a, color.a);
}
`;
const compileShader = (
gl: WebGL2RenderingContext,
type: number,
source: string,
): WebGLShader => {
const shader = gl.createShader(type);
if (!shader) {
throw new Error('Failed to create WebGL shader');
}
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
const log = gl.getShaderInfoLog(shader);
gl.deleteShader(shader);
throw new Error(
`Linear gradient shader compile failed: ${log ?? '(no log)'}`,
);
}
return shader;
};
const createProgram = (gl: WebGL2RenderingContext): WebGLProgram => {
const vs = compileShader(gl, gl.VERTEX_SHADER, VERTEX_SHADER);
const fs = compileShader(gl, gl.FRAGMENT_SHADER, FRAGMENT_SHADER);View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Retry the render once — a lost context is frequently transient and recovers on a fresh Chrome process.
- Pass an explicit GL backend to the renderer, e.g. set the CLI/config GL to angle with swiftshader: `--gl=angle --angle-backend=swiftshader` (or `chrome` / `swangle`), to guarantee software rendering.
- Lower concurrency so fewer WebGL contexts live at once: reduce Remotion's `--concurrency` (Lambda `framesPerLambda` / parallelism) or close other Studio tabs.
- Update Chrome/Chromium and GPU drivers on the host; if on Lambda, use a Remotion-published layer that ships a known-good Chrome+SwiftShader.
- Check the Chrome log for 'GpuProcess crashed' or 'ContextResult::kTransientFailure' to confirm a GPU-process problem rather than an app bug.
Example fix
// before (default GL, fails on a GPU-less host) // npx remotion render MyComp out.mp4 // after — force software GL so createShader always succeeds // npx remotion render MyComp out.mp4 \ // --gl=angle --angle-backend=swiftshader
Defensive patterns
Strategy: retry
Validate before calling
// Feature-detect WebGL2 before mounting a GPU effect — createShader returning null
// implies the context is failing even if getContext succeeded.
function supportsWebGL2ShaderAlloc(canvas: HTMLCanvasElement): boolean {
const gl = canvas.getContext('webgl2');
if (!gl) return false;
const probe = gl.createShader(gl.VERTEX_SHADER);
const ok = probe !== null;
if (probe) gl.deleteShader(probe);
gl.getExtension?.('loseContext')?.loseContext?.();
return ok;
} Try / catch
// WebGL resource failures are best treated as transient — retry once on a fresh worker.
try {
renderWithLinearGradient();
} catch (err) {
if (err instanceof Error && err.message === 'Failed to create WebGL shader') {
// restart the Chrome/worker context, then retry exactly once
await restartRendererWorker();
renderWithLinearGradient();
} else {
throw err;
}
} Prevention
- Pin the renderer to a software GL backend (`--gl=angle --angle-backend=swiftshader`) on CPU-only/serverless hosts.
- Cap `--concurrency` / framesPerLambda so the browser stays under its ~16 active WebGL context limit.
- Use the Remotion-bundled Chrome rather than a system Chrome whose GPU flags may be disabled.
- Watch Chrome logs for 'GpuProcess crashed' / 'ContextResult::kTransientFailure' and recycle the worker when seen.
When it happens
Trigger: Calling linearGradient() in a composition that gets rendered or previewed when the underlying WebGL2 context is lost, GPU memory is exhausted, or the process has exceeded the browser's active-context limit (~16). Also occurs in headless Chrome launched without a working GL backend (no SwiftShader/ANGLE).
Common situations: Remotion Lambda/serverless renders where the Chrome GPU process crashed or was culled; local renders with --gl set to a backend the host does not support; many concurrent Studio previews or Player instances each grabbing a context; outdated GPU drivers on the render machine.
Related errors
- Failed to create WebGL shader
- Failed to create WebGL program
- Failed to create WebGL vertex array
- Failed to create WebGL buffer
- Failed to create WebGL program
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/65014e932778b0c8.
Report an issue: GitHub.