anisotropic flow map possible in viewport/internal render?

Is it possible to create material nodes to use input from “anisotropic flow maps” for hair in real-time in the viewport?

If you don’t know what I mean here are some sources:
http://wiki.polycount.com/wiki/Flow_map


Newer games like Overwatch uses this technology for hair and it looks really, really nice.

bumpedybump

If you need this in BGE, you must code it. For now, blender doesn’t do this, but you can use Opengl, to store a copy of the uvmap, on which you can, for every frame, apply the transformation matrix (aka flow map).

I think this could be useful for regular shading as well to construct aniso rotation maps produced from milling toolpaths and so on. I don’t know if any cam software could export something like this even.