remotion-dev/remotion · critical · Error
Failed to create WebGL shader
Error message
Failed to create WebGL shader
What it means
In `compileShader`, `gl.createShader(type)` returned `null`. The WebGL2 spec returns null only on context loss or when arguments are invalid; here the type is always a valid constant. Practically this means the WebGL2 context is lost, the GPU resources are exhausted, or the context is in a broken state. This is an environment/resource failure, not a code bug in your call.
Source
Thrown at packages/brand/src/effects/metallic-swirl-effect.ts:462
uBackgroundColor,
color,
clamp(luminance * 6.0, 0.0, 1.0)
);
vec3 result = uMode == 1 ? generated : mix(sourceRgb, generated, uOpacity);
float alpha = uMode == 1 ? source.a * uOpacity : source.a;
fragColor = vec4(result * alpha, alpha);
}
`;
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(
`Metallic swirl shader compile failed: ${log ?? '(no log)'}`,
);
}
return shader;
};
const linkProgram = (
gl: WebGL2RenderingContext,
vs: WebGLShader,View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Verify WebGL2 is available in the target browser/machine (run a getContext('webgl2') check).
- Reduce the number of simultaneously mounted effects to free GPU resources.
- Update GPU drivers / use a hardware-accelerated browser.
- For headless rendering, ensure the renderer uses a GPU-backed Chrome (Remotion's headless shell) rather than a software-only fallback.
Defensive patterns
Strategy: try-catch
Validate before calling
// Probe WebGL2 availability before mounting the effect.
const supportsWebGL2 = (): boolean => {
try {
const c = document.createElement('canvas');
const gl = c.getContext('webgl2');
return !!gl;
} catch {
return false;
}
};
if (!supportsWebGL2()) {
// show a fallback or skip the effect
} Type guard
const hasHealthyWebGL2 = (canvas: HTMLCanvasElement): boolean => {
const gl = canvas.getContext('webgl2');
return !!gl && !gl.isContextLost();
}; Try / catch
try {
metallicSwirl({speed: 1})(...);
} catch (err) {
if (err instanceof Error && /Failed to create WebGL shader/.test(err.message)) {
// fall back to a non-WebGL effect or notify the user
} else {
throw err;
}
} Prevention
- Verify WebGL2 is available and healthy before mounting metallic-swirl effects.
- Limit the number of simultaneously mounted WebGL2 effects to avoid GPU resource exhaustion.
- Dispose/unmount effects when sequences end to free shader slots.
- Use a hardware-accelerated browser with up-to-date GPU drivers.
When it happens
Trigger: Rendering on a machine without working WebGL2 drivers; GPU memory exhausted after creating many effects/canvases; context lost due to a driver crash, system sleep/wake, or too many contexts; headless rendering without GPU support (e.g. software WebGL fallback failing).
Common situations: Long-running Studio sessions that leak contexts; rendering farms or CI without GPU; older drivers or virtual machines; many simultaneous metallic-swirl effects across multiple sequences.
Related errors
- Failed to create WebGL program
- Failed to create WebGL vertex array
- Failed to create WebGL buffer
- Metallic swirl shader compile failed: ${log ?? '(no log)'}
- Metallic swirl program link failed: ${log ?? '(no log)'}
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/4bee02e79be7a6e7.
Report an issue: GitHub.