remotion-dev/remotion · error · Error

Speckle shader compile failed: ${log ?? '(no log)'}

Error message

Speckle shader compile failed: ${log ?? '(no log)'}

What it means

After gl.createShader() succeeded for the speckle() effect, the GLSL ES 3.00 shader failed gl.COMPILE_STATUS. compileShader() deletes the shader and throws, embedding the driver info log. The SPECKLE_VS/SPECKLE_FS sources are library-internal, so a compile failure indicates a non-conformant WebGL2 compiler (note the speckle fragment shader uses loops, hashing, and dynamic branching some software drivers mishandle).

Source

Thrown at packages/effects/src/speckle.ts:174

	uRandomness: WebGLUniformLocation | null;
};

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(`Speckle 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

  1. Switch to ANGLE (--gl=angle / chromiumOptions.gl='angle' / Studio OpenGL=angle) for a conformant GLSL ES 3.00 compiler.
  2. Read the info log in the error message, confirm it is a compiler-feature gap, and update/replace the GPU driver.
  3. Render on a host with verified WebGL2 conformance.
  4. As a workaround, lower speckle density/size to 0-equivalent or remove the effect for that frame.

Example fix

// before
npx remotion render main MyComp out.mp4
// error: Speckle shader compile failed: ERROR: 0:120 'for' ...

// after
npx remotion render main MyComp out.mp4 --gl=angle
Defensive patterns

Strategy: try-catch

Validate before calling

// speckle shaders are internal; pre-check GLSL ES 3.00 compile capability.
function supportsGLSL300(): boolean {
  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;out vec4 o;void main(){o=vec4(1.);}');
  gl.compileShader(s);
  return gl.getShaderParameter(s, gl.COMPILE_STATUS) === true;
}

Try / catch

try {
  await renderMedia({ composition, codec: 'h264', chromiumOptions: { gl: 'angle' } });
} catch (err) {
  if (err instanceof Error && /Speckle shader compile failed/.test(err.message)) {
    console.error('speckle() GLSL compile failed — driver lacks GLSL ES 3.00 support:', err.message);
    throw err;
  }
  throw err;
}

Prevention

When it happens

Trigger: Running speckle() on a WebGL2 context whose driver cannot compile the shader's GLSL ES 3.00 (loop bound handling, function calls, or smoothstep/clamp intrinsics). The driver info log in the message identifies the failing line.

Common situations: Software rasterizers (SwiftShader, llvmpipe) with incomplete GLSL ES 3.00 support; outdated/blacklisted GPU drivers; virtualized remoting that strips WebGL2; a driver-specific bug exposed by the speckle shader's hashing/loop structure.

Related errors


AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12). Data as JSON: /api/errors/fcc968515ded4361. Report an issue: GitHub.