Pass custom point or vertex attribute to GLSL shader

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I'm using polyframe to generate the attributes tangentu and tangentv on a mesh.
I want to access these in a glsl shader. Is it possible to make them show up in in variables or samplerBuffers somehow?
I've tried assuming that naming them according to the uv and normal convention but nothing seems to be passed in.
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Did you ever find out how to do this? I'm about to tackle the same problem.
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