### 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.points[j * 2 + 0] = primitive->points[j].x;
					push_constant.points[j * 2 + 1] = primitive->points[j].y;
					push_constant.uvs[j * 2 + 0] = primitive->uvs[j].x;
					push_constant.uvs[j * 2 + 1] = primitive->uvs[j].y;
					Color col = primitive->colors[j] * base_color;
					push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
					push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
				}
				RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
				RD::get_singleton()->draw_list_draw(p_draw_list, true);
				if (primitive->point_count == 4) {
					for (uint32_t j = 1; j < 3; j++) {
						
						push_constant.points[j * 2 + 0] = primitive->points[j + 1].x;
						push_constant.points[j * 2 + 1] = primitive->points[j + 1].y;
						push_constant.uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
						push_constant.uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
						Color col = primitive->colors[j + 1] * base_color;
						push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
						push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
					}
					RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
					RD::get_singleton()->draw_list_draw(p_draw_list, true);
				}
			} break;
			case Item::Command::TYPE_MESH:
			case Item::Command::TYPE_MULTIMESH:
			case Item::Command::TYPE_PARTICLES: {
				RID mesh;
				RID mesh_instance;