### 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)

}
				glBindBuffer(GL_ARRAY_BUFFER, 0);
				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
				if (instance_count > 1) {
					glDisableVertexAttribArray(5);
					glDisableVertexAttribArray(6);
					glDisableVertexAttribArray(7);
					glDisableVertexAttribArray(8);
				}
			}
		} break;
		case Item::Command::TYPE_TRANSFORM:
		case Item::Command::TYPE_CLIP_IGNORE:
		case Item::Command::TYPE_ANIMATION_SLICE: {
			
		} break;
	}
}
void RasterizerCanvasGLES3::_add_to_batch(uint32_t &r_index, bool &r_batch_broken) {
	if (r_index >= data.max_instances_per_buffer - 1) {
		ERR_PRINT_ONCE("Trying to draw too many items. Please increase maximum number of items in the project settings 'rendering/gl_compatibility/item_buffer_size'");
		return;
	}
	if (state.canvas_instance_batches[state.current_batch_index].instance_count >= data.max_instances_per_batch) {
		_new_batch(r_batch_broken, r_index);
	}
	state.canvas_instance_batches[state.current_batch_index].instance_count++;
	r_index++;
}
void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index) {