### 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)

CanvasLight canvas_light;
	return canvas_light_owner.make_rid(canvas_light);
}
void RasterizerCanvasGLES3::light_set_texture(RID p_rid, RID p_texture) {
	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
	ERR_FAIL_COND(!cl);
	if (cl->texture == p_texture) {
		return;
	}
	if (cl->texture.is_valid()) {
		texture_storage->texture_remove_from_texture_atlas(cl->texture);
	}
	cl->texture = p_texture;
	if (cl->texture.is_valid()) {
		texture_storage->texture_add_to_texture_atlas(cl->texture);
	}
}
void RasterizerCanvasGLES3::light_set_use_shadow(RID p_rid, bool p_enable) {