remotion-dev/remotion · critical · Error
Liquid contours shader compile failed: ${log ?? '(no log)'}
Error message
Liquid contours shader compile failed: ${log ?? '(no log)'} What it means
A plain Error thrown by compileShader in the Liquid contours effect when gl.getShaderParameter(shader, gl.COMPILE_STATUS) is false. The shader is deleted and the info log is appended to the message. The VERTEX_SHADER and FRAGMENT_SHADER constants are static library GLSL, so a compile failure indicates a driver/GPU compatibility problem rather than any caller-controlled input.
Source
Thrown at packages/effects/src/liquid-contours.ts:293
float selector = smoothstep(-edgeWidth, edgeWidth, wave);
vec4 color = mix(uFirstColor, uSecondColor, selector);
fragColor = vec4(color.rgb * color.a, color.a);
}
`;
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(
`Liquid contours shader compile failed: ${log ?? '(no log)'}`,
);
}
return shader;
};
const createProgram = (gl: WebGL2RenderingContext): WebGLProgram => {
const vs = compileShader(gl, gl.VERTEX_SHADER, VERTEX_SHADER);
const fs = compileShader(gl, gl.FRAGMENT_SHADER, FRAGMENT_SHADER);
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);
gl.deleteShader(vs);
gl.deleteShader(fs);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Read the info log embedded in the message to find the rejected GLSL line/feature.
- Update GPU driver / browser / Chromium build used to render.
- Try a different GL backend (e.g. ANGLE over Vulkan/Metal/D3D or swiftshader).
- Report the device + driver + info log to Remotion maintainers (shader source is fixed).
Defensive patterns
Strategy: try-catch
Try / catch
try {
liquidContours(...);
} catch (err) {
if (err instanceof Error && /shader compile failed/.test(err.message)) {
// log the embedded info log, switch GL backend / update driver
} else throw err;
} Prevention
- Keep GPU drivers and the Chromium build up to date.
- Capture the info log from the error message to confirm a driver (not user) issue.
- Test the Liquid contours effect on the target device class before production use.
When it happens
Trigger: The device's GLSL ES 3.00 compiler rejects the bundled Liquid contours shaders (e.g. simplex-noise helpers, smoothstep, mix). Cannot be triggered via liquidContours() params because user values are passed as uniforms, not interpolated into the shader text.
Common situations: Old or buggy GPU drivers; software GL with incomplete ES 3.00 support; a Chromium/ANGLE build with regressions. Read the embedded info log to confirm.
Related errors
- Lines shader compile failed: ${log ?? '(no log)'}
- Liquid contours program link failed: ${log ?? '(no log)'}
- Shader compile failed: ${log ?? '(no log)'}
- Program link failed: ${log ?? '(no log)'}
- Burlap shader compile failed: ${log ?? '(no log)'}
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/9c75bbcf271f10d1.
Report an issue: GitHub.