remotion-dev/remotion · error · Error
Gridlines shader compile failed: ${log ?? '(no log)'}
Error message
Gridlines shader compile failed: ${log ?? '(no log)'} What it means
Thrown by gridlines' compileShader when the shader compiled but gl.getShaderParameter(shader, COMPILE_STATUS) is false. The driver's info log is appended, so the message tells you the exact GLSL error. Because GRIDLINES_VS/GRIDLINES_FS are hardcoded GLSL ES 3.00 strings, a compile failure usually means the environment does not support the shader rather than a user-param mistake.
Source
Thrown at packages/effects/src/gridlines.ts:373
}
`;
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(`Gridlines shader compile failed: ${log ?? '(no log)'}`);
}
return shader;
};
const linkProgram = (
gl: WebGL2RenderingContext,
vs: WebGLShader,
fs: WebGLShader,
): WebGLProgram => {
const program = gl.createProgram();
if (!program) {
throw new Error('Failed to create WebGL program');
}
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Read the appended info log to find the offending GLSL line/feature.
- Run the composition in a current desktop Chrome with hardware acceleration enabled to confirm the shader compiles there.
- For headless rendering, use a headless shell with a functional WebGL2 backend (e.g. --use-gl=angle --use-angle=swiftshader) and update it.
- Update GPU drivers / ANGLE; if the GPU is blocklisted, force a working backend via flags.
Example fix
// before: headless shell without WebGL2 backend -> 'Gridlines shader compile failed: ...' chrome --headless --disable-gpu // after: provide a WebGL2-capable software backend chrome --headless=new --use-gl=angle --use-angle=swiftsoftware
Defensive patterns
Strategy: try-catch
Validate before calling
// Confirm real WebGL2 with a working compiler before running the effect
const gl = canvas.getContext('webgl2');
if (!gl) throw new Error('WebGL2 unavailable');
if (gl.isContextLost()) throw new Error('WebGL2 context lost'); Type guard
null
Try / catch
try {
gridlines.setup(canvas);
} catch (e) {
if (e instanceof Error && e.message.startsWith('Gridlines shader compile failed')) {
// read the GLSL log, switch to a conformant backend / update drivers
}
throw e;
} Prevention
- Use a current desktop Chrome with hardware acceleration for development.
- For headless, use a WebGL2-capable backend (ANGLE/SwiftShader).
- Keep GPU drivers and the headless shell updated.
- Address any GPU blocklist entries rather than bypassing them.
When it happens
Trigger: Setup-time compile of GRIDLINES_VS or GRIDLINES_FS under a WebGL2 context whose driver rejects the GLSL. Typical logs: unsupported version directive (#version 300 es on a context that isn't real WebGL2), precision/qualifier errors on a buggy driver, or a driver that strips a built-in the shader relies on.
Common situations: A runtime that reports WebGL2 support but delegates to an incomplete software renderer; outdated mobile GPU drivers; ANGLE/SwiftShader version mismatches in headless Chrome; a browser extension or GPU blocklist downgrading the renderer.
Related errors
- Failed to create WebGL shader
- Checkerboard shader compile failed: ${log ?? '(no log)'}
- Failed to create WebGL shader
- Shader compile failed: ${log ?? '(no log)'}
- Duotone shader compile failed: ${log ?? '(no log)'}
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/fab0d1cee64b3f45.
Report an issue: GitHub.