### 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)

}
			glBindVertexArray(0);
			if (pb->color_disabled && pb->color != Color(1.0, 1.0, 1.0, 1.0)) {
				
				glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
			}
		} break;
		case Item::Command::TYPE_PRIMITIVE: {
			glBindVertexArray(data.canvas_quad_array);
			glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].buffer);
			uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
			_enable_attributes(range_start, true);
			const GLenum primitive[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLES };
			int instance_count = state.canvas_instance_batches[p_index].instance_count;
			ERR_FAIL_COND(instance_count <= 0);
			if (instance_count >= 1) {
				glDrawArraysInstanced(primitive[state.canvas_instance_batches[p_index].primitive_points], 0, state.canvas_instance_batches[p_index].primitive_points, instance_count);
			}
		} break;
		case Item::Command::TYPE_MESH:
		case Item::Command::TYPE_MULTIMESH:
		case Item::Command::TYPE_PARTICLES: {
			GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
			GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
			RID mesh;
			RID mesh_instance;
			uint32_t instance_count = 1;
			GLuint instance_buffer = 0;
			uint32_t instance_stride = 0;
			uint32_t instance_color_offset = 0;