remotion-dev/remotion · error · Error
Failed to create WebGL shader
Error message
Failed to create WebGL shader
What it means
Thrown by `compileShader()` inside the light-leak effect when `gl.createShader()` returns `null`. The WebGL2 context could not allocate a shader object — context loss, an invalid shader-type enum, or GPU/resource exhaustion. The effect cannot proceed without its shaders.
Source
Thrown at packages/effects/src/light-leak.ts:191
vbo: WebGLBuffer;
texture: WebGLTexture;
uSource: WebGLUniformLocation | null;
uEvolveProgress: WebGLUniformLocation | null;
uRetractProgress: WebGLUniformLocation | null;
uSeed: WebGLUniformLocation | null;
uRetractSeed: WebGLUniformLocation | null;
uHueShift: WebGLUniformLocation | null;
uResolution: WebGLUniformLocation | null;
};
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(`Light leak shader compile failed: ${log ?? '(no log)'}`);
}
return shader;
};
const linkProgram = (
gl: WebGL2RenderingContext,
vs: WebGLShader,
fs: WebGLShader,
): WebGLProgram => {View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Reduce the count of live WebGL2 contexts (fewer Studio tabs, lower `--concurrency`).
- Run headless Chrome with GPU access or a WebGL2-capable software renderer.
- Handle `webglcontextlost` and recreate the effect after restore.
- Restart the GPU/Chrome process to reclaim leaked objects.
Defensive patterns
Strategy: try-catch
Validate before calling
function glReady(gl: WebGL2RenderingContext | null): boolean {
if (!gl || gl.isContextLost()) return false;
const probe = gl.createShader(gl.VERTEX_SHADER);
if (!probe) return false;
gl.deleteShader(probe);
return true;
} Type guard
const hasWebGL2 = (): boolean =>
!!document.createElement('canvas').getContext('webgl2'); Try / catch
try {
lightLeak({...})(...);
} catch (err) {
if (/Failed to create WebGL shader/.test(String(err))) {
console.warn('lightLeak() shader unavailable', err);
} else {
throw err;
}
} Prevention
- Keep live WebGL2 contexts under the browser's ~16 cap.
- Avoid --disable-gpu in headless rendering; use a GPU or WebGL2-capable software renderer.
- Listen for `webglcontextlost` and rebuild effects on restore.
When it happens
Trigger: Context lost before/at shader creation; too many simultaneous WebGL2 contexts (browser cap ~16); GPU unavailable in headless/CI; VRAM/object exhaustion.
Common situations: Many concurrent light-leak/effects previews; headless Chrome with `--disable-gpu`; long-running Studio tabs losing context on suspend; Lambda/CI without a real GPU.
Related errors
- Failed to create levels shader
- Failed to create levels shader program
- Failed to create WebGL program
- Failed to create WebGL vertex array
- Failed to create WebGL buffer
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/e71c40b72421bb09.
Report an issue: GitHub.