work in progress attempt at making zoom out functional in celeste
likely going to probably be mostly obsolete now due to the existence of extended camera dynamics, but idk i'm releasing the code anyway just for the sake of it
comparing them there's a few probably weird decisions i made here, like how i stored the zoom level (2 static fields + with dynamicdata in the level???? hello?? why didnt i just use level.zoom that literally already exists), using a seperate shader for distortion, whatever hookhelper is supposed to be, and in general its kinda messy in places. it still mostly worked pretty well though for what i wanted so i mean ill take that at least