remotion-dev/remotion · error · Error
Vignette shader compile failed: ${log ?? '(no log)'}
Error message
Vignette shader compile failed: ${log ?? '(no log)'} What it means
Thrown by vignette's compileShader when gl.getShaderParameter(COMPILE_STATUS) is false after gl.compileShader. The shader info log is appended (or '(no log)'). Because vignette's GLSL ES 3.00 shaders are hardcoded library constants, a compile failure almost always points to a driver bug, context loss, or a GPU that does not support the required GLSL features rather than user input.
Source
Thrown at packages/effects/src/vignette.ts:277
}
`;
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(`Vignette 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
- Reload the page/Studio to reset context and retry compile.
- Update GPU drivers / enable hardware WebGL2 acceleration.
- For server rendering, confirm the Chrome/GPU combo passes WebGL2 conformance.
- Capture the appended info log and report it against @remotion/effects with driver details if it persists.
Example fix
// before
const effect = vignette({amount: 0.6});
// after - degrade to the unprocessed source on compile failure
const effect = (() => {
try { return vignette({amount: 0.6}); } catch (err) { console.warn(err); return null; }
})(); Defensive patterns
Strategy: try-catch
Try / catch
let effect = null;
try {
effect = vignette({amount: 0.6});
} catch (err) {
console.warn('vignette shader compile failed (driver/GPU issue), skipping', err);
} Prevention
- Keep GPU drivers current so the hardcoded GLSL compiles.
- Use hardware-accelerated WebGL2; avoid software rendering where the shader may be rejected.
- Handle context loss and rebuild effects on restore.
- Reduce concurrent shader-heavy effects to avoid compile-time context loss.
When it happens
Trigger: createProgram compiles the internal VIGNETTE_VS / VIGNETTE_FS sources; the driver returns COMPILE_STATUS false. Triggers include a buggy driver, context loss during compile, or a GPU/driver lacking GLSL ES 3.00 support.
Common situations: Outdated GPU drivers; software/SwiftShader rendering that mishandles the shader; context loss mid-setup in Studio; VMs without proper GL 3.0 ES support.
Related errors
- Vignette program link failed: ${log ?? '(no log)'}
- Vibrance shader link failed: ${log ?? '(no log)'}
- Failed to create WebGL shader
- Shader compile failed: ${log ?? '(no log)'}
- Program link failed: ${log ?? '(no log)'}
AI-assisted analysis of remotion-dev/remotion@78fe4bb3fd (2026-08-12).
Data as JSON: /api/errors/c896cdcb8c1cc500.
Report an issue: GitHub.