The X and Y input for Anisotropic GGX

Thank you!
I think there is no tangent inside GBuffer,and considering that in fact I do not need a mathematically correct effect.I tried this in my shading model.
float3 Lp = cross(L,N);
float3 Vp = cross(V,N);
D_GGXaniso(LobeRoughness[1]*NoL,LobeRoughness[1]*NoV, NoH,H,Lp,Vp)

Looks okay.