remotion-dev/remotion · error · Error

Linear progressive blur shader compile failed: ${log ?? '(no

Error message

Linear progressive blur shader compile failed: ${log ?? '(no log)'}

What it means

Thrown by compileShader() in the linear-progressive-blur runtime when gl.getShaderParameter(COMPILE_STATUS) is false. The driver's info log is interpolated. The horizontal/vertical blur GLSL is fixed library source, so a compile failure points at the GL driver rather than user input.

Source

Thrown at packages/effects/src/linear-progressive-blur/linear-progressive-blur-runtime.ts:47

	readonly vertical: LinearProgressiveBlurUniforms;
};

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 progressive blur 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);

View on GitHub (pinned to 78fe4bb3fd)

Solutions

  1. Read the interpolated driver log — it identifies the rejected GLSL line/feature.
  2. Switch to a software GL backend with full GLSL ES 3.00 support (`--gl=angle --angle-backend=swiftshader`).
  3. Restart Chrome / the worker to clear corrupted context state and retry.
  4. Update Chrome, mesa, and GPU drivers on the host.
  5. If reproducible on one driver, report it to @remotion/effects with the driver string and log.
Defensive patterns

Strategy: retry

Try / catch

try {
  renderWithLinearProgressiveBlur();
} catch (err) {
  if (err instanceof Error && err.message.startsWith('Linear progressive blur shader compile failed')) {
    console.error(err.message); // driver log
    await withGlBackend('swiftshader', () => renderWithLinearProgressiveBlur());
  } else throw err;
}

Prevention

When it happens

Trigger: The linear-progressive-blur GLSL (gaussian separable kernel, uv-mix between startBlur/endBlur) is rejected by the host's GLSL ES 3.00 compiler — buggy/incomplete driver, lost shader support after a GPU crash, or a feature-poor software rasterizer.

Common situations: Older mobile/integrated GPU drivers, headless Linux CI with stripped mesa, remote desktop sessions with thin GL, Chrome GPU process crash mid-session.

Related errors


AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12). Data as JSON: /api/errors/ba02c0b92d182d65. Report an issue: GitHub.