### 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)

GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map);
	if (!normal_map) {
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
		GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_NORMAL));
		glBindTexture(GL_TEXTURE_2D, tex->tex_id);
	} else {
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
		glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
		normal_map->gl_set_filter(filter);
		normal_map->gl_set_repeat(repeat);
		if (normal_map->render_target) {
			normal_map->render_target->used_in_frame = true;
		}
	}
	GLES3::Texture *specular_map = texture_storage->get_texture(ct->specular);
	if (!specular_map) {
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7);
		GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
		glBindTexture(GL_TEXTURE_2D, tex->tex_id);
	} else {
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7);
		glBindTexture(GL_TEXTURE_2D, specular_map->tex_id);
		specular_map->gl_set_filter(filter);
		specular_map->gl_set_repeat(repeat);
		if (specular_map->render_target) {
			specular_map->render_target->used_in_frame = true;
		}
	}
}
void RasterizerCanvasGLES3::_prepare_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, Size2 &r_texpixel_size) {