remotion-dev/remotion · critical · Error
Noise shader compile failed: ${log ?? '(no log)'}
Error message
Noise shader compile failed: ${log ?? '(no log)'} What it means
Thrown by compileShader (packages/effects/src/noise.ts:156) when the hardcoded NOISE_VS or NOISE_FS fails gl.COMPILE_STATUS; the info log is appended. The shaders are valid GLSL ES 3.00 (#version 300 es), so a compile failure means the WebGL2 driver/implementation rejects correct source — a driver bug, outdated GPU driver, or an incomplete WebGL2 implementation.
Source
Thrown at packages/effects/src/noise.ts:156
}
`;
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 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);
gl.attachShader(program, fs);
gl.linkProgram(program);View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Update the GPU driver on the render host to a version with complete WebGL2/GLSL ES 3.00 support.
- Render on real GPU hardware (or GPU-enabled headless Chrome) rather than a software rasterizer.
- Capture gl.getShaderInfoLog from the error message and file it against the driver/browser; switch effect off for that environment in the meantime.
Example fix
// before: noise() renders, driver rejects the shader -> render aborts
noise({amount: 0.2});
// after: gate the effect on a one-time shader-compile probe for this host
import {noise} from '@remotion/effects';
const supports = await probeNoiseShaderCompiles(); // compile NOISE_FS once
const effects = supports ? [noise({amount: 0.2})] : []; Defensive patterns
Strategy: fallback
Validate before calling
// One-time per host: compile a minimal GLSL ES 3.00 shader to see if the driver accepts it
async function hostSupportsNoiseShader(): Promise<boolean> {
try {
const c = document.createElement('canvas');
const gl = c.getContext('webgl2');
if (!gl) return false;
const s = gl.createShader(gl.FRAGMENT_SHADER);
if (!s) return false;
gl.shaderSource(s, '#version 300 es\nprecision highp float;\nout vec4 f;\nvoid main(){f=vec4(1.0);}');
gl.compileShader(s);
const ok = !!gl.getShaderParameter(s, gl.COMPILE_STATUS);
gl.deleteShader(s);
return ok;
} catch {
return false;
}
} Try / catch
try {
scene.push(noise({amount: 0.2}));
} catch (err) {
if (/Noise shader compile failed/.test(String(err?.message))) {
// driver cannot compile the shader: render without noise on this host
} else throw err;
} Prevention
- Keep GPU drivers current on render hosts.
- Render on real GPU hardware rather than software rasterizers.
- Feature-probe shader compilation on the target environment and disable WebGL2 effects where it fails.
When it happens
Trigger: Rendering or previewing noise() on a machine whose GPU driver mis-compiles GLSL ES 3.00; running under a software rasterizer with partial WebGL2 support; a transient context corruption producing a bogus compile error.
Common situations: Outdated or buggy GPU drivers (especially older integrated GPUs and some VM display drivers); headless software WebGL that does not fully implement GLSL ES 3.00; rendering in a remote/VNC session with a fake GPU.
Related errors
- Noise program link failed: ${log ?? '(no log)'}
- Paper shader compile failed: ${log ?? '(no log)'}
- Skew shader compile failed: ${log ?? '(no log)'}
- Skew program link failed: ${log ?? '(no log)'}
- Speckle shader compile failed: ${log ?? '(no log)'}
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/e7ba379d436f23fc.
Report an issue: GitHub.