### 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.flags |= FLAGS_INSTANCING_HAS_COLORS;
					}
					if (mesh_storage->multimesh_uses_custom_data(multimesh)) {
						push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
					}
				} else if (c->type == Item::Command::TYPE_PARTICLES) {
					const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
					ERR_BREAK(particles_storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D);
					particles_storage->particles_request_process(pt->particles);
					if (particles_storage->particles_is_inactive(pt->particles) || particles_storage->particles_get_frame_counter(pt->particles) == 0) {
						break;
					}
					RenderingServerDefault::redraw_request(); 
					int dpc = particles_storage->particles_get_draw_passes(pt->particles);
					if (dpc == 0) {
						break; 
					}
					uint32_t divisor = 1;
					instance_count = particles_storage->particles_get_amount(pt->particles, divisor);
					RID uniform_set = particles_storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
					RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
					push_constant.flags |= divisor;
					instance_count /= divisor;
					push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
					push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
					mesh = particles_storage->particles_get_draw_pass_mesh(pt->particles, 0); 
					texture = pt->texture;
					if (particles_storage->particles_has_collision(pt->particles) && texture_storage->render_target_is_sdf_enabled(p_render_target)) {
						
						Transform2D xform = p_item->final_transform;