remotion-dev/remotion · error · Error
Levels shader compile failed: ${log ?? '(no log)'}
Error message
Levels shader compile failed: ${log ?? '(no log)'} What it means
Thrown by `compileShader()` in the levels effect when `gl.getShaderParameter(shader, gl.COMPILE_STATUS)` is false. The bundled GLSL (VERTEX_SHADER / FRAGMENT_SHADER) failed to compile, and the driver's info log is appended. Because the shaders are static and shipped with the package, a compile failure almost always points to a driver/GPU bug or a non-conformant WebGL2 implementation rather than user input.
Source
Thrown at packages/effects/src/levels.ts:169
}
`;
const compileShader = (
gl: WebGL2RenderingContext,
type: number,
source: string,
): WebGLShader => {
const shader = gl.createShader(type);
if (!shader) {
throw new Error('Failed to create levels 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(`Levels shader compile failed: ${log ?? '(no log)'}`);
}
return shader;
};
const createProgram = (gl: WebGL2RenderingContext): WebGLProgram => {
const vertexShader = compileShader(gl, gl.VERTEX_SHADER, VERTEX_SHADER);
const fragmentShader = compileShader(gl, gl.FRAGMENT_SHADER, FRAGMENT_SHADER);
const program = gl.createProgram();
if (!program) {
throw new Error('Failed to create levels shader program');
}
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Update the GPU driver / Chromium / Remotion to the latest version — shader regressions are frequently fixed upstream.
- Switch the headless renderer to a GPU-backed Chrome or a newer swiftshader that supports GLSL ES 3.00.
- Capture the `log` string in the error message and report it with the GPU/driver version to the Remotion issue tracker.
- As a stopgap, disable the `levels()` effect on the affected composition and re-render.
Defensive patterns
Strategy: try-catch
Try / catch
try {
levels({...})(...);
} catch (err) {
if (/Levels shader compile failed/.test(String(err))) {
// driver/shader bug: log the GLSL info log and skip the effect
console.error('levels() shader compile failure:', String(err));
} else {
throw err;
}
} Prevention
- Pin a known-good Chromium/GPU combination for rendering.
- Capture and report the appended info log instead of silently retrying — re-running identical shaders won't help.
- Keep @remotion/effects updated so you get shader fixes.
When it happens
Trigger: A GPU driver with incomplete GLSL ES 3.00 support; swiftshader/llvmpipe software rasterizers rejecting an instruction; a Chromium regression; running under a virtual display without proper WebGL2 backing.
Common situations: CI runners on software rasterizers; older mobile GPU drivers; a browser/Chromium downgrade that introduced a GLSL compiler regression; containers without a GPU device.
Related errors
- Levels shader link failed: ${log ?? '(no log)'}
- Light leak shader compile failed: ${log ?? '(no log)'}
- Light leak program link failed: ${log ?? '(no log)'}
- Dot grid shader compile failed: ${log ?? '(no log)'}
- Dot grid program link failed: ${log ?? '(no log)'}
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/e51a06211d193317.
Report an issue: GitHub.