### 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::Config *config = GLES3::Config::get_singleton();
	if (state.shadow_fb == 0) {
		glActiveTexture(GL_TEXTURE0);
		glGenFramebuffers(1, &state.shadow_fb);
		glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb);
		glGenRenderbuffers(1, &state.shadow_depth_buffer);
		glBindRenderbuffer(GL_RENDERBUFFER, state.shadow_depth_buffer);
		glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, state.shadow_texture_size, data.max_lights_per_render * 2);
		glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, state.shadow_depth_buffer);
		glGenTextures(1, &state.shadow_texture);
		glBindTexture(GL_TEXTURE_2D, state.shadow_texture);
		if (config->float_texture_supported) {
			glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, state.shadow_texture_size, data.max_lights_per_render * 2, 0, GL_RED, GL_FLOAT, nullptr);
		} else {
			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, state.shadow_texture_size, data.max_lights_per_render * 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
		}
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, state.shadow_texture, 0);
		GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
		if (status != GL_FRAMEBUFFER_COMPLETE) {