### 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)

push_constant.msdf[0] = rect->px_range; 
					push_constant.msdf[1] = rect->outline; 
					push_constant.msdf[2] = 0.f; 
					push_constant.msdf[3] = 0.f; 
				} else if (rect->flags & CANVAS_RECT_LCD) {
					push_constant.flags |= FLAGS_USE_LCD;
				}
				push_constant.modulation[0] = rect->modulate.r * base_color.r;
				push_constant.modulation[1] = rect->modulate.g * base_color.g;
				push_constant.modulation[2] = rect->modulate.b * base_color.b;
				push_constant.modulation[3] = rect->modulate.a * base_color.a;
				push_constant.src_rect[0] = src_rect.position.x;
				push_constant.src_rect[1] = src_rect.position.y;
				push_constant.src_rect[2] = src_rect.size.width;
				push_constant.src_rect[3] = src_rect.size.height;
				push_constant.dst_rect[0] = dst_rect.position.x;
				push_constant.dst_rect[1] = dst_rect.position.y;
				push_constant.dst_rect[2] = dst_rect.size.width;
				push_constant.dst_rect[3] = dst_rect.size.height;
				RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
				RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
				RD::get_singleton()->draw_list_draw(p_draw_list, true);
			} break;
			case Item::Command::TYPE_NINEPATCH: {
				const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
				
				{
					RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_NINEPATCH].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
					RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
				}