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

  1. Read the interpolated info log — it identifies the failing GLSL line and the driver complaint.
  2. Reproduce on stable desktop Chrome; success there means the render environment is the cause.
  3. On Lambda use the bundled Chrome for Testing layer rather than a custom Chromium.
  4. Update or roll back the GPU driver.
  5. 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

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


AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12). Data as JSON: /api/errors/4baa8ca40e01f0d5. Report an issue: GitHub.