 // 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.

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

    } 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
