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
- Read the interpolated driver log — it identifies the rejected GLSL line/feature.
- Switch to a software GL backend with full GLSL ES 3.00 support (`--gl=angle --angle-backend=swiftshader`).
- Restart Chrome / the worker to clear corrupted context state and retry.
- Update Chrome, mesa, and GPU drivers on the host.
- 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
- Prefer SwiftShader/ANGLE on CI and Lambda for full GLSL ES 3.00 support.
- Capture the interpolated info log to identify the rejected feature.
- Restart the worker after GPU-process crashes to clear corrupted state.
- Keep Chrome and GPU drivers current.
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
- Linear gradient shader compile failed: ${log ?? '(no log)'}
- Failed to create WebGL shader
- Checkerboard shader compile failed: ${log ?? '(no log)'}
- Failed to create WebGL shader
- Shader compile failed: ${log ?? '(no log)'}
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/ba02c0b92d182d65.
Report an issue: GitHub.