I believe the flowmap texture is expected to only contain red, green and alpha channels – the flowmap's blue channel is ignored. The red channel represents X distortion while the green channel represents Y distortion of the specular reflection. A value of 128 on either channel represents no distortion. A value of 0 represents maximum negative distortion, while a value of 255 represents maximum positive distortion. The alpha channel is optionally used to scale anisotropy intensity in specific parts of the texture (fully opaque = full effect, fully transparent = none).
That's what the shader code tells me at least.
Edit: I opened a pull request to document this :)