# decay-01-embers <> Now the face_decay slot (the fragment shader). The faces are plain grey. I'd like them to look like hot metal cooling: a dull dark iron at rest, glowing orange where a face has flown far out. <> Starting AI conversation <> StackAutoSlotGuide finished (4 ms) <> InspectStackAutoSlot finished (3 ms) <> ListContentsRequest finished (220 ms) <> CaptureRenderWindowRequest finished (46 ms) <> Waiting for model <> Calculating color mapping **Calculating color mapping** I’m trying to work on a simple arithmetic mapping for colors, specifically using heat levels. I think I can apply a formula for orange and warm red by using separate channel powers. I’m considering a smooth heat adjustment and calculating the peak values for orange. I think I need to avoid any negative values and can use a linear interpolation guide. Overall, it seems that the arithmetic is looking fine for my purpose! Next tool: `EditStackAutoSlot` <> EditStackAutoSlot finished (5726 ms) <> CompileKotlinRequest finished (47 ms) <> ReloadShadersRequest finished (166 ms) <> Completed <> <> _Field 4 render window 'Polytope', captured live. Describe what you actually see, then say whether it matches what was asked for._ ![tool image](images/26145f4a057fd23c82f9.jpg) <> <> _after the edit — 9 moments across 4.8 s, numbered and read left to right, then down, each labelled with when it was captured; each is stack.auto.face_decay in your shader: the window, as it is drawing now, at the slot's current numbers — everything the window draws, not only this module_ ![tool image](images/c7855b5f718821bdd000.png) <> <> _Post-shader-reload screenshot of the Field 4 render window, captured after a rendered frame. Inspect it against what the user asked for, together with any earlier screenshot. If the requested visual result is not achieved, edit and reload again before finalizing._ ![tool image](images/4c5bc5ddd5503d0ecc82.jpg) <> <> Updated `face_decay`: - **Dull, dark iron** when faces are home. - **Bright orange** at full outward travel. - Smooth cooling as each face returns, following the existing top-to-bottom wave. Motion and opacity are unchanged—no burn-through added. The cycle captures show orange separated faces cooling back into a dark solid. Kotlin compilation and shader reload both succeeded.