### 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)

RD::PipelineColorBlendState::Attachment attachment;
	switch (blend_mode) {
		case BLEND_MODE_DISABLED: {
			
		} break;
		case BLEND_MODE_MIX: {
			attachment.enable_blend = true;
			attachment.color_blend_op = RD::BLEND_OP_ADD;
			attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
			attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
			attachment.alpha_blend_op = RD::BLEND_OP_ADD;
			attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
			attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
		} break;
		case BLEND_MODE_ADD: {
			attachment.enable_blend = true;
			attachment.alpha_blend_op = RD::BLEND_OP_ADD;
			attachment.color_blend_op = RD::BLEND_OP_ADD;
			attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
			attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
			attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
			attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
		} break;
		case BLEND_MODE_SUB: {
			attachment.enable_blend = true;
			attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
			attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
			attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
			attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
			attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;