### 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)

void *surface = mesh_storage->mesh_get_surface(mesh, j);
					RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
					ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
					uint32_t input_mask = pipeline_variants->variants[light_mode][variant[primitive]].get_vertex_input_mask();
					RID vertex_array;
					RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID;
					if (mesh_instance.is_valid()) {
						mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array, vertex_format);
					} else {
						mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array, vertex_format);
					}
					RID pipeline = pipeline_variants->variants[light_mode][variant[primitive]].get_render_pipeline(vertex_format, p_framebuffer_format);
					RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
					RID index_array = mesh_storage->mesh_surface_get_index_array(surface, 0);
					if (index_array.is_valid()) {
						RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array);
					}
					RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, vertex_array);
					RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
					RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), instance_count);
				}
				for (int j = 0; j < 6; j++) {
					push_constant.world[j] = world_backup[j];
				}
			} break;
			case Item::Command::TYPE_TRANSFORM: {
				const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
				draw_transform = transform->xform;
				_update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world);
			} break;