### 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)

}
		state.light_uniforms = memnew_arr(LightUniform, state.max_lights_per_render);
		Vector<String> variants;
		
		variants.push_back(""); 
		variants.push_back("#define USE_NINEPATCH\n"); 
		variants.push_back("#define USE_PRIMITIVE\n"); 
		variants.push_back("#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); 
		variants.push_back("#define USE_ATTRIBUTES\n"); 
		variants.push_back("#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); 
		
		variants.push_back("#define USE_LIGHTING\n"); 
		variants.push_back("#define USE_LIGHTING\n#define USE_NINEPATCH\n"); 
		variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n"); 
		variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); 
		variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n"); 
		variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); 
		shader.canvas_shader.initialize(variants, global_defines);
		shader.default_version = shader.canvas_shader.version_create();
		shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD);
		RD::PipelineColorBlendState blend_state;
		RD::PipelineColorBlendState::Attachment blend_attachment;
		blend_attachment.enable_blend = true;
		blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
		blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
		blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
		blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
		blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
		blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
		blend_state.attachments.push_back(blend_attachment);