             break;
         }
         case FILTER_FLOOD:
-            color = v_flood_color.rgb;
-            alpha = v_flood_color.a;
+            color = v_color_offset.rgb;
+            alpha = v_color_offset.a;
             break;
         default:
             // Color matrix type filters (sepia, hue-rotate, etc...)

// Interpolated UV coordinates to sample.
varying vec2 v_uv;
varying vec2 v_local_pos;

flat varying vec4 v_flood_color;

// Normalized bounds of the source image in the texture, adjusted to avoid
// sampling artifacts.

    } else if (v_op == FILTER_COMPONENT_TRANSFER) {
        v_table_address = prim_user_data.z;
    } else if (v_op == FILTER_FLOOD) {
        v_color_offset = fetch_from_gpu_cache_1(prim_user_data.z);
    }
}
#endif
