### 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)

};
			
			struct {
				float points[6]; 
				float uvs[6]; 
				uint32_t colors[6]; 
			};
		};
		uint32_t flags;
		uint32_t specular_shininess;
		uint32_t lights[4];
	};
	struct Data {
		GLuint canvas_quad_vertices;
		GLuint canvas_quad_array;
		GLuint indexed_quad_buffer;
		GLuint indexed_quad_array;
		GLuint particle_quad_vertices;
		GLuint particle_quad_array;
		GLuint ninepatch_vertices;
		GLuint ninepatch_elements;
		RID canvas_shader_default_version;
		uint32_t max_lights_per_render = 256;
		uint32_t max_lights_per_item = 16;
		uint32_t max_instances_per_batch = 512;
		uint32_t max_instances_per_buffer = 16384;
		uint32_t max_instance_buffer_size = 16384 * 128;
	} data;
	struct Batch {