remotion-dev/remotion · critical · Error
Starburst program link failed: ${log ?? '(no log)'}
Error message
Starburst program link failed: ${log ?? '(no log)'} What it means
The starburst effect's shader program failed to link after both vertex and fragment shaders compiled successfully. `gl.LINK_STATUS === false` and the program info log is included. Linking can fail when the vertex and fragment shaders' varying/interface declarations mismatch, or due to driver-specific linking bugs. Since the shaders are static library code, this usually indicates a driver issue.
Source
Thrown at packages/effects/src/starburst.ts:268
};
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(`Starburst program link failed: ${log ?? '(no log)'}`);
}
return program;
};
export const starburst = createEffect<StarburstEffectParams, StarburstGlState>({
type: 'remotion/starburst',
label: 'starburst()',
documentationLink: 'https://www.remotion.dev/docs/effects/starburst',
backend: 'webgl2',
calculateKey: (params) => {
const r = resolve(params);
return `starburst-${r.rays}-${r.colors.join('|')}-${r.rotation}-${r.smoothness}-${r.origin.join(':')}`;
},
setup: (target) => {
const gl = target.getContext('webgl2', {
premultipliedAlpha: true,
alpha: true,View on GitHub (pinned to 78fe4bb3fd)
Solutions
- Read the info log in the error message to see the linker's complaint (e.g. 'unbound varying', 'too many uniforms').
- Update GPU drivers and browser.
- If editing the shaders, ensure vertex `out` declarations exactly match fragment `in` declarations (names, types, order).
- Test on another machine/browser to confirm a driver-specific issue, and report to maintainers if the shaders are unmodified.
Defensive patterns
Strategy: try-catch
Try / catch
try {
starburst({...params});
} catch (e) {
const msg = (e as Error).message;
if (/program link failed/.test(msg)) {
console.error('Linker failure (likely driver bug):', msg);
renderFallbackFrame();
} else throw e;
} Prevention
- Maintain current GPU drivers and browsers.
- When editing shaders, keep vertex `out` and fragment `in` declarations identical.
- Ship a non-webgl2 fallback for driver combinations known to fail linking.
When it happens
Trigger: A driver bug in the program linking stage; a mismatch between vertex output varyings and fragment inputs introduced by a library edit to the shader strings; exceeding a driver-specific limit on uniform/varying count.
Common situations: Outdated mobile/integrated GPU drivers; software WebGL2 backends with linking quirks; a regression introduced when modifying `STARBURST_VS` or `STARBURST_FS` (e.g. renaming a varying in only one shader).
Related errors
- Program link failed: ${log ?? '(no log)'}
- Burlap program link failed: ${log ?? '(no log)'}
- Starburst shader compile failed: ${log ?? '(no log)'}
- Thermal vision program link failed: ${log ?? '(no log)'}
- Shader compile failed: ${log ?? '(no log)'}
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/72d99e25800673fa.
Report an issue: GitHub.