@nosfero32 I should have been more accurate sorry: the texture is not in greyscale so it has to go to a vector input (blue dot). The tangent input of the anisotropic shader is exactly doing the job I referred to, showing the direction where the reflection goes.
The anisotropic and anisotropic rotation are here to control the “intensity” and the “deformation” of the reflection (i use quotation mark since it’s not the correct terms – I forgot them – but it’s basically what they do)