remotion-dev/remotion · critical · Error
Program link failed: ${log ?? '(no log)'}
Error message
Program link failed: ${log ?? '(no log)'} What it means
Thrown by the blur effect's `linkProgram` when both shaders compiled but `gl.linkProgram` produced a falsy LINK_STATUS. The message embeds the info log. Blur uses two separable programs (horizontal, vertical) that share BLUR_VS, so a link failure usually traces to a vertex/fragment interface mismatch in the shipped shaders or a driver limitation.
Source
Thrown at packages/effects/src/blur/blur-runtime.ts:68
};
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);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
const log = gl.getProgramInfoLog(program);
gl.deleteProgram(program);
throw new Error(`Program link failed: ${log ?? '(no log)'}`);
}
return program;
};
const createProgram = (
gl: WebGL2RenderingContext,
vertexSource: string,
fragmentSource: string,
): WebGLProgram => {
const vs = compileShader(gl, gl.VERTEX_SHADER, vertexSource);
const fs = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSource);
const program = linkProgram(gl, vs, fs);
gl.deleteShader(vs);
gl.deleteShader(fs);
return program;
};
View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Read the embedded info log for the precise linker diagnostic.
- Update @remotion/effects — link regressions are fixed upstream.
- Reproduce on another GPU/browser to detect driver-specific linking bugs.
- For headless rendering, confirm WebGL2 is hardware-backed and report the GL_RENDERER.
Example fix
// Library-internal shader issue; capture the info log and report upstream. console.error(gl.getParameter(gl.RENDERER));
Defensive patterns
Strategy: fallback
Validate before calling
// Probe linking with a minimal program before setup.
const p = gl.createProgram();
if (!p) { /* skip */ }
// attach minimal compiled vs/fs, link, check LINK_STATUS, then delete
Try / catch
try {
const state = setupBlur(canvas);
} catch (err) {
if (/Program link failed/.test(err.message)) {
// fall back to a non-WebGL effect; report info log upstream
} else { throw err; }
} Prevention
- Pin a known-good @remotion/effects version.
- Log GL_RENDERER with errors for driver triage.
- Provide a fallback effect when linking fails.
When it happens
Trigger: Fires at line 68 when `gl.getProgramParameter(program, gl.LINK_STATUS)` is falsy after linking either the horizontal or vertical blur program.
Common situations: Shipped shader revision with a varying/in-out mismatch between BLUR_VS and a BLUR_FS_*; driver rejects uniform/attribute declarations; software rasterizer with stricter linking; corrupted shader constants from a bad build.
Related errors
- Shader compile failed: ${log ?? '(no log)'}
- Burlap program link failed: ${log ?? '(no log)'}
- Starburst program link failed: ${log ?? '(no log)'}
- Thermal vision 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/85909691463f7322.
Report an issue: GitHub.