### 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)

_bind_canvas_texture(p_draw_list, polygon->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
				push_constant.modulation[0] = base_color.r;
				push_constant.modulation[1] = base_color.g;
				push_constant.modulation[2] = base_color.b;
				push_constant.modulation[3] = base_color.a;
				for (int j = 0; j < 4; j++) {
					push_constant.src_rect[j] = 0;
					push_constant.dst_rect[j] = 0;
					push_constant.ninepatch_margins[j] = 0;
				}
				RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
				RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);
				if (pb->indices.is_valid()) {
					RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices);
				}
				RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid());
			} break;
			case Item::Command::TYPE_PRIMITIVE: {
				const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
				
				{
					static const PipelineVariant variant[4] = { PIPELINE_VARIANT_PRIMITIVE_POINTS, PIPELINE_VARIANT_PRIMITIVE_LINES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES };
					ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4);
					RID pipeline = pipeline_variants->variants[light_mode][variant[primitive->point_count - 1]].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
					RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
				}
				
				_bind_canvas_texture(p_draw_list, primitive->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
				RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3u, primitive->point_count) - 1]);
				for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {