### 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)

attachment_lcd.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
	RD::PipelineColorBlendState blend_state_lcd;
	blend_state_lcd.attachments.push_back(attachment_lcd);
	
	for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
		for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
			RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
				RD::RENDER_PRIMITIVE_TRIANGLES,
				RD::RENDER_PRIMITIVE_TRIANGLES,
				RD::RENDER_PRIMITIVE_TRIANGLES,
				RD::RENDER_PRIMITIVE_LINES,
				RD::RENDER_PRIMITIVE_POINTS,
				RD::RENDER_PRIMITIVE_TRIANGLES,
				RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
				RD::RENDER_PRIMITIVE_LINES,
				RD::RENDER_PRIMITIVE_LINESTRIPS,
				RD::RENDER_PRIMITIVE_POINTS,
				RD::RENDER_PRIMITIVE_TRIANGLES,
			};
			ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
				{
						
						SHADER_VARIANT_QUAD,
						SHADER_VARIANT_NINEPATCH,
						SHADER_VARIANT_PRIMITIVE,
						SHADER_VARIANT_PRIMITIVE,
						SHADER_VARIANT_PRIMITIVE_POINTS,
						SHADER_VARIANT_ATTRIBUTES,
						SHADER_VARIANT_ATTRIBUTES,
						SHADER_VARIANT_ATTRIBUTES,