### 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)

}
		for (int i = 0; i < 2; i++) {
			shadow_render.sdf_render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_SDF), shadow_render.sdf_framebuffer_format, shadow_render.sdf_vertex_format, i == 0 ? RD::RENDER_PRIMITIVE_TRIANGLES : RD::RENDER_PRIMITIVE_LINES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
		}
	}
	{ 
		state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
		state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render);
		RD::SamplerState shadow_sampler_state;
		shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
		shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
		shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; 
		shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
		shadow_sampler_state.enable_compare = true;
		state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
	}
	{
		
		polygon_buffers.last_id = 1;
	}
	{ 
		Vector<uint8_t> pv;
		pv.resize(6 * 4);
		{
			uint8_t *w = pv.ptrw();
			int *p32 = (int *)w;
			p32[0] = 0;
			p32[1] = 1;
			p32[2] = 2;
			p32[3] = 0;