remotion-dev/remotion · error · Error
Progressive pixelate shader compile failed: ${log ?? '(no lo
Error message
Progressive pixelate shader compile failed: ${log ?? '(no log)'} What it means
Thrown by compileShader in progressive-pixelate-runtime.ts when gl.getShaderParameter(shader, gl.COMPILE_STATUS) is false. The progressive-pixelate fragment shader is more complex (log2/exp2/mix/multi-function), so it is more sensitive to driver GLSL quirks than the simple pixelate shader. The driver info log is interpolated into the message.
Source
Thrown at packages/effects/src/progressive-pixelate-runtime.ts:135
}
`;
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(
`Progressive pixelate 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 interpolated info log — it identifies the failing GLSL line and the driver complaint.
- Reproduce on stable desktop Chrome; success there means the render environment is the cause.
- On Lambda use the bundled Chrome for Testing layer rather than a custom Chromium.
- Update or roll back the GPU driver.
- If the log shows a genuine GLSL error, file a Remotion issue with the log and version.
Example fix
// before
setupProgressivePixelate(canvas); // throws 'Progressive pixelate shader compile failed: ...'
// after — capture the log and renderer for triage
try {
setupProgressivePixelate(canvas);
} catch (err) {
const gl = canvas.getContext('webgl2');
const dbg = gl?.getExtension('WEBGL_debug_renderer_info');
console.error((err as Error).message, 'renderer:', dbg && gl?.getParameter(dbg.UNMASKED_RENDERER_WEBGL));
} Defensive patterns
Strategy: try-catch
Try / catch
try {
setupProgressivePixelate(canvas);
} catch (err) {
const msg = (err as Error).message;
if (msg.startsWith('Progressive pixelate shader compile failed')) {
const gl = canvas.getContext('webgl2');
const dbg = gl?.getExtension('WEBGL_debug_renderer_info');
console.error(msg, 'renderer:', dbg && gl?.getParameter(dbg.UNMASKED_RENDERER_WEBGL));
}
throw err;
} Prevention
- Always capture the interpolated info log for diagnosis.
- Reproduce on stable desktop Chrome; success means the render environment is at fault.
- Use the bundled Remotion Lambda Chrome layer; avoid custom Chromium.
- Keep GPU drivers current; roll back if a recent update broke compilation.
- Report genuine GLSL errors to Remotion with the log and version.
When it happens
Trigger: setupProgressivePixelate compiles the vertex or fragment shader; COMPILE_STATUS is false; the captured info log is appended to the error.
Common situations: A driver that supports GLSL ES 3.00 only partially (the shader uses `mix`, `log2`, `exp2`, `fract`, `floor`, `max`, `texture`); a stripped or buggy Chrome for Testing build; very rarely a library regression in the shader source.
Related errors
- Pixelate shader compile failed: ${log ?? '(no log)'}
- Progressive pixelate program link failed: ${log ?? '(no log)
- Linear gradient shader compile failed: ${log ?? '(no log)'}
- Linear gradient program link failed: ${log ?? '(no log)'}
- Linear progressive blur shader compile failed: ${log ?? '(no
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/4baa8ca40e01f0d5.
Report an issue: GitHub.