Index: shader.c
===================================================================
--- shader.c	(revision 1009)
+++ shader.c	(revision 1010)
@@ -9,7 +9,7 @@
 #include "index.h"
 #else
 #include "headers/shader.h"
-#endif 
+#endif
 
 #include "shader.h"
 
@@ -42,7 +42,7 @@
 
 signed char raydium_shader_isvalid(int shader)
 {
-if(shader>=0 && shader<RAYDIUM_MAX_SHADERS && 
+if(shader>=0 && shader<RAYDIUM_MAX_SHADERS &&
    raydium_shader_shaders[shader].state)
     return 1;
 
@@ -105,7 +105,7 @@
         free(str_vert);
         raydium_log("shader: unable to load fragment shader file \"%s\"",file_frag);
         }
-    
+
     if(!str_vert || !str_frag)
         {
         raydium_log("shader: ERROR: aborting \"%s\" creation",name);
@@ -132,7 +132,7 @@
         free(str_frag);
         return -1;
         }
-    
+
     glCompileShaderARB(raydium_shader_shaders[i].frag);
     glGetObjectParameterivARB(raydium_shader_shaders[i].frag,GL_OBJECT_COMPILE_STATUS_ARB,&ret);
     if(ret!=1)
@@ -422,9 +422,9 @@
    raydium_shader_shaders[raydium_shader_active].attrib_tangent!=-1)
     {
      glVertexAttrib3fARB(raydium_shader_shaders[raydium_shader_active].attrib_tangent,
-                         raydium_vertex_tangent_x[i],
-                         raydium_vertex_tangent_y[i],
-                         raydium_vertex_tangent_z[i]);
+                         raydium_vertex_tangent_x(i),
+                         raydium_vertex_tangent_y(i),
+                         raydium_vertex_tangent_z(i));
      //printf("%f %f %f\n",raydium_vertex_tangent_x[i],raydium_vertex_tangent_y[i],raydium_vertex_tangent_z[i]);
     }
 }