remotion-dev/remotion · critical · Error
Noise displacement shader compile failed: ${log ?? '(no log)
Error message
Noise displacement shader compile failed: ${log ?? '(no log)'} What it means
The noiseDisplacement effect's GLSL shader source (NOISE_DISPLACEMENT_VS or NOISE_DISPLACEMENT_FS) failed to compile on the target GPU. The message includes the GLSL compiler log. The shader source is static within @remotion/effects, so this indicates a GPU driver incompatibility or a library-level shader bug — not a user parameter error.
Source
Thrown at packages/effects/src/noise-displacement.ts:413
}
`;
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(
`Noise displacement 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
- Report the issue to Remotion with the full compile log and GPU/driver details — the shader is library-controlled.
- Update GPU drivers to the latest version.
- Test with SwiftShader or a different GPU to isolate driver-specific issues.
- On CI, ensure the headless Chrome build supports WebGL2 shader compilation.
Defensive patterns
Strategy: try-catch
Try / catch
// Shader compile failures are library/driver bugs — catch and report
try {
// render with noiseDisplacement effect
} catch (e) {
if (e instanceof Error && e.message.startsWith('Noise displacement shader compile failed')) {
console.error('Noise displacement shader compile failed:', e.message);
// Fallback: render without the effect
} else {
throw e;
}
} Prevention
- Keep GPU drivers updated in render environments.
- The noiseDisplacement fragment shader is complex (noise, loops, arrays) — test on target GPUs before production use.
- Report shader compile logs to the Remotion team so library bugs can be addressed.
When it happens
Trigger: During setupNoiseDisplacement, gl.compileShader runs on NOISE_DISPLACEMENT_VS or NOISE_DISPLACEMENT_FS and gl.getShaderParameter(shader, gl.COMPILE_STATUS) returns false. The fragment shader is complex (noise functions, loops, arrays) and more likely to expose driver bugs.
Common situations: GPU drivers with incomplete WebGL2 GLSL ES 3.00 support; buggy drivers that reject valid array/loop constructs; outdated drivers; software rasterizers with limited shader support; very old GPU hardware.
Related errors
- Noise displacement program link failed: ${log ?? '(no log)'}
- Shader compile failed: ${log ?? '(no log)'}
- Program link failed: ${log ?? '(no log)'}
- Failed to create WebGL shader
- Checkerboard shader compile failed: ${log ?? '(no log)'}
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/7992e47c5c0c121c.
Report an issue: GitHub.