# decay-02-burn <> Still in face_decay: at the height of the burst, let the faces that have flown furthest burn through from the inside, with ragged holes, and heal as they come back. Show me it at the moment of the burst. <> Starting AI conversation <> StackAutoSlotGuide finished (6 ms) <> InspectStackAutoSlot finished (3 ms) <> ListContentsRequest finished (501 ms) <> CaptureRenderWindowRequest finished (60 ms) <> StackAutoSlotGuide finished (3 ms) <> StackAutoSlotGuide finished (0 ms) <> StackAutoSlotGuide finished (0 ms) <> EditStackAutoSlot finished (6009 ms) <> CompileKotlinRequest finished (58 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/753242c263333d1873b9.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/33a8279bb78fbce0d140.png) <> <> Updated `face_decay`: ragged central holes open on faces beyond **68% outward travel**, grow toward the burst peak, and heal as they return. **Frame 1 shows the burst**—orange faces with visible jagged holes. Frames **6–7** show the dark solid closed again. Heat colours and motion are preserved. Kotlin compiled successfully; the shader is bound live and visually checked.