### 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)

}
	RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, clear ? RD::INITIAL_ACTION_CLEAR : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, clear_colors);
	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET);
	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET);
	RID prev_material;
	PipelineVariants *pipeline_variants = &shader.pipeline_variants;
	for (int i = 0; i < p_item_count; i++) {
		Item *ci = items[i];
		if (current_clip != ci->final_clip_owner) {
			current_clip = ci->final_clip_owner;
			
			if (current_clip) {
				RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect);
			} else {
				RD::get_singleton()->draw_list_disable_scissor(draw_list);
			}
		}
		RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
		if (ci->canvas_group != nullptr) {
			if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
				if (!p_to_backbuffer) {
					material = default_clip_children_material;
				}
			} else {
				if (material.is_null()) {
					if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) {
						material = default_clip_children_material;
					} else {
						material = default_canvas_group_material;