The glitch isn't going to show up in that .cap because force own texture is enabled on the layer; the far right column is just a way to see what the normal maps are doing, and it (intentionally) will show the transparency bug even with that setting enabled. Also, with the first (yellow-tinted) normal map, the black definitely seemed promising at first, but essentially you just turned it off. Turning up the intensity makes it come back.
I'm basically using two normal maps here, the second one the inverse direction of the first one, so that I can control shadow/ambient color as well as the color of the "light". I thought it would be cool for a scaling daytime effect, even in the case of when I was dropping the effect to canvases. (In that case, I would simply set up the atmosphere and daylight before loading.)
Weird that canvases don't work with these things at any resolution other than full screen then; that is the only way I could get them to paste the normal map effects without offsetting them inexplicably. Even if it's just a little bit off proportion of the screen, it messes up.
I can see this working for a smaller-level'd game then, that's at a low resolution and only one screen per room... as it is I'm not set on making a game that uses many canvases or uses lots of realtime bumpmapping, these are however bug-like behaviours I have encountered, though like many others who do receive response in this section I am simply not sure if they are, in fact, fixable bugs, or not. There are always ways to work around them!
Thanks for looking at this with me; I think perhaps the main problem here is that Construct's use of normal maps is intended to be minimal, and I'm trying to make a graphically intensive game with it; it's a shame this doesn't really work as expected, but you know, I can just as easily create a game with raster graphics, all baked lighting, and if it means more people will be able to play it (seems common for people here to have outdated hardware?) then I guess that's fine.