remotion-dev/remotion · critical · Error
Metallic swirl shader compile failed: ${log ?? '(no log)'}
Error message
Metallic swirl shader compile failed: ${log ?? '(no log)'} What it means
In `compileShader`, `gl.compileShader` ran but `gl.getShaderParameter(shader, gl.COMPILE_STATUS)` is false. The message includes the GLSL info log. The shipped VERTEX_SHADER and FRAGMENT_SHADER sources are fixed, so in normal use this should not occur; it indicates a driver/GSL bug, a corrupted shader source, or an unsupported GLSL ES 3.00 feature on the target GPU.
Source
Thrown at packages/brand/src/effects/metallic-swirl-effect.ts:470
}
`;
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(
`Metallic swirl 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 full info log in the error message to see the GLSL line the driver rejected.
- Update GPU drivers / switch to a hardware-accelerated browser.
- If you forked the shader source, validate the GLSL ES 3.00 syntax (the effect targets WebGL2).
- Report the driver/GPU + log to the Remotion maintainers if using unmodified sources.
Defensive patterns
Strategy: try-catch
Try / catch
try {
metallicSwirl({speed: 1})(...);
} catch (err) {
if (err instanceof Error && /Metallic swirl shader compile failed/.test(err.message)) {
// log the GLSL info log, fall back to a different effect
console.error(err.message);
} else {
throw err;
}
} Prevention
- Do not modify the shipped FRAGMENT_SHADER/VERTEX_SHADER strings without validating GLSL ES 3.00 syntax.
- Use a hardware-accelerated browser with current GPU drivers.
- Report unmodified-source compile failures (with the info log + GPU info) to maintainers.
- Keep a non-WebGL fallback effect for environments with weak drivers.
When it happens
Trigger: Running on a GPU/driver whose GLSL ES 3.00 compiler rejects the fixed shader (rare driver bug); a corrupted build where FRAGMENT_SHADER/VERTEX_SHADER strings were mangled; a WebGL2 context that is actually a downgraded implementation.
Common situations: Older mobile GPUs; buggy driver versions; content-security or transpiler pipelines that mangle template literal shaders; rendering on a virtual GPU.
Related errors
- Metallic swirl program link failed: ${log ?? '(no log)'}
- Failed to create WebGL shader
- Failed to create WebGL program
- Failed to create WebGL vertex array
- Failed to create WebGL buffer
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/fcde51bc04bb86d2.
Report an issue: GitHub.