### 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)

RID texture;
				Color modulate(1, 1, 1, 1);
				float world_backup[6];
				int instance_count = 1;
				for (int j = 0; j < 6; j++) {
					world_backup[j] = push_constant.world[j];
				}
				if (c->type == Item::Command::TYPE_MESH) {
					const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
					mesh = m->mesh;
					mesh_instance = m->mesh_instance;
					texture = m->texture;
					modulate = m->modulate;
					_update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, push_constant.world);
				} else if (c->type == Item::Command::TYPE_MULTIMESH) {
					const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
					RID multimesh = mm->multimesh;
					mesh = mesh_storage->multimesh_get_mesh(multimesh);
					texture = mm->texture;
					if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
						break;
					}
					instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);
					if (instance_count == 0) {
						break;
					}
					RID uniform_set = mesh_storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
					RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
					push_constant.flags |= 1; 
					if (mesh_storage->multimesh_uses_colors(multimesh)) {