### Godot version

4.0 beta 10

### System information

Windows 10, Vulkan Renderer

### Issue description

In 2D scenes with sprites, when the sprite's `flip_h` and/or `flip_v` property is enabled, the normal map is flipped with the image, causing lighting to be reversed. While this does technically make sense, in a game where You have a bunch of sprites that flip and use normal maps, the only solution is to generate normal maps for both facing directions.
![image](https://user-images.githubusercontent.com/47702559/209426338-6257d66c-a965-4793-a7bb-5a635a136267.png)

Ultimately the fix is simple: Invert the red channel in normal maps on horizontally flipped sprites, and invert the green channel on vertically flipped sprites.

### Steps to reproduce

1) Create a Sprite2D
2) Add a Diffuse Texture and Normal Map 
3) Add a 2D Light to the scene
4) Enable `flip_h` and/or `flip_v` on the Sprite2D

### Minimal reproduction project

[Normal not flipped.zip](https://github.com/godotengine/godot/files/10298203/Normal.not.flipped.zip)

free_parameters_uniform_set(uniform_set);
}
RendererRD::MaterialStorage::MaterialData *RendererCanvasRenderRD::_create_material_func(CanvasShaderData *p_shader) {
	CanvasMaterialData *material_data = memnew(CanvasMaterialData);
	material_data->shader_data = p_shader;
	
	return material_data;
}
void RendererCanvasRenderRD::set_time(double p_time) {
	state.time = p_time;
}
void RendererCanvasRenderRD::update() {
}
RendererCanvasRenderRD::RendererCanvasRenderRD() {
	RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
	RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
	{ 
		default_samplers.default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
		default_samplers.default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
	}
	{ 
		String global_defines;
		uint64_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
		if (uniform_max_size < 65536) {
			
			state.max_lights_per_render = 64;
			global_defines += "#define MAX_LIGHTS 64\n";
		} else {
			state.max_lights_per_render = DEFAULT_MAX_LIGHTS_PER_RENDER;
			global_defines += "#define MAX_LIGHTS " + itos(DEFAULT_MAX_LIGHTS_PER_RENDER) + "\n";