Implement Normal Mapping shader into OpenGL / C++ Builder XE2 Project
Develope the required code lines to make this shader available in an existing OpenGL / C++ Builder Project. (Shader name is: "[url removed, login to view]" from Shader Designer)
I would like to apply this shader for both, single VBO objects and terrain, taking into account that it should work together with the already implemented shaders for texture splatting, shadow mapping, etc.
Provide explanation about the needed steps to achieve the job. Coment your code so that I can understand the implementation.
Setup a method to skip or disable normal mapping allowing the flow of the shader without this feature.
Download attached doc.