remotion-dev/remotion · error · Error

Shine program link failed: ${log ?? '(no log)'}

Error message

Shine program link failed: ${log ?? '(no log)'}

What it means

The shine() effect links its compiled vertex and fragment shaders via gl.linkProgram(). If linking fails (LINK_STATUS is false), the effect reads the program info log, deletes the program, and throws this Error with the diagnostic. Since the shaders are fixed library constants, a link failure usually signals a driver bug — typically a vertex/fragment interface mismatch as seen by that particular driver, or resource limits exceeded during linking.

Source

Thrown at packages/effects/src/shine.ts:224

};

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(`Shine program link failed: ${log ?? '(no log)'}`);
	}

	return program;
};

export const shine = createEffect<ShineParams, ShineState>({
	type: 'dev.remotion.effects.shine',
	label: 'shine()',
	documentationLink: 'https://www.remotion.dev/docs/effects/shine',
	backend: 'webgl2',
	calculateKey: (params) => {
		const r = resolve(params);
		return `shine-${r.progress}-${r.angle}-${r.haloSigma}-${r.coreSigma}-${r.haloIntensity}-${r.coreIntensity}`;
	},
	setup: (target) => {
		const gl = target.getContext('webgl2', {
			premultipliedAlpha: true,
			alpha: true,

View on GitHub (pinned to 78fe4bb3fd)

Solutions

  1. Read the info log in the error message for the specific link-time diagnostic.
  2. Update the GPU driver and Chromium/Chrome to the latest version.
  3. Switch to a render environment with a known-good WebGL2 implementation.
  4. File a Remotion issue with the GPU vendor string, driver version, and full info log.

Example fix

null
Defensive patterns

Strategy: try-catch

Validate before calling

null

Type guard

null

Try / catch

try {
  shine({ progress: 0.5 });
} catch (e) {
  if (e instanceof Error && e.message.startsWith('Shine program link failed')) {
    console.error('Program link error:', e.message);
    // Fall back to a non-WebGL approach or switch render environment
  } else {
    throw e;
  }
}

Prevention

When it happens

Trigger: Calling shine() on a GPU/driver that compiles both shaders individually but fails to link them. This can happen with buggy drivers that misreport varying declarations, drivers that exceed instruction/texture limits during link-time allocation, or ANGLE translation bugs for specific GPU families.

Common situations: Specific integrated GPU models (older Intel HD, some Mali/Adreno mobile parts); outdated ANGLE/D3D translation layers in older Chromium builds; SwiftShader edge cases with complex fragment shaders.

Related errors


AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12). Data as JSON: /api/errors/ae46645bf0e9c623. Report an issue: GitHub.