float transitionValue : register(c21);
sampler texLastPass : register(s0);
float4 DeathCam(in float2 t : TEXCOORD0) : COLOR
{
// Calculate zoom factor for a longer zoom effect
float zoomFactor = lerp(1.0, 1.0, saturate(transitionValue / 5.0) * 0.01);
// Adjust texture coordinates...