export interface FleeInput { fishX: number; fishY: number; cursorX: number; cursorY: number; /** base scatter radius in px */ radius: number; /** 0..1 personality boldness; bolder = smaller effective radius */ boldness: number; /** current horizontal heading */ direction: 1 | -1; } export interface FleeResult { /** 0..1 strength (proximity^2) */ intensity: number; /** unit flee direction */ dirX: number; dirY: number; } /** * Screen-space cursor flee, mirroring the 3D boid scatter shader: * boldness-scaled radius, proximity^2 falloff, away+tangential blend so fish * escape sideways when the cursor is dead ahead instead of only backing up. */ export declare function computeFlee(input: FleeInput): FleeResult; //# sourceMappingURL=cursor-flee.d.ts.map