### 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)

if (state.canvas_instance_batches.size() == 0) {
		state.canvas_instance_batches.push_back(Batch());
		return;
	}
	if (r_batch_broken || state.canvas_instance_batches[state.current_batch_index].instance_count == 0) {
		return;
	}
	r_batch_broken = true;
	
	Batch new_batch = state.canvas_instance_batches[state.current_batch_index];
	new_batch.instance_count = 0;
	new_batch.start = state.canvas_instance_batches[state.current_batch_index].start + state.canvas_instance_batches[state.current_batch_index].instance_count;
	state.current_batch_index++;
	state.canvas_instance_batches.push_back(new_batch);
}
void RasterizerCanvasGLES3::_enable_attributes(uint32_t p_start, bool p_primitive, uint32_t p_rate) {
	uint32_t split = p_primitive ? 11 : 12;
	for (uint32_t i = 6; i < split; i++) {
		glEnableVertexAttribArray(i);
		glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 6) * 4 * sizeof(float)));
		glVertexAttribDivisor(i, p_rate);
	}
	for (uint32_t i = split; i <= 13; i++) {
		glEnableVertexAttribArray(i);
		glVertexAttribIPointer(i, 4, GL_UNSIGNED_INT, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 6) * 4 * sizeof(float)));
		glVertexAttribDivisor(i, p_rate);
	}
}
RID RasterizerCanvasGLES3::light_create() {