### 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)

RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
	RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
	RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
	RS::CanvasItemTextureFilter current_filter = default_filter;
	RS::CanvasItemTextureRepeat current_repeat = default_repeat;
	if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
		current_filter = p_item->texture_filter;
	}
	if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
		current_repeat = p_item->texture_repeat;
	}
	PushConstant push_constant;
	Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
	Transform2D draw_transform;
	_update_transform_2d_to_mat2x3(base_transform, push_constant.world);
	Color base_color = p_item->final_modulate;
	for (int i = 0; i < 4; i++) {
		push_constant.modulation[i] = 0;
		push_constant.ninepatch_margins[i] = 0;
		push_constant.src_rect[i] = 0;
		push_constant.dst_rect[i] = 0;
	}
	push_constant.flags = 0;
	push_constant.color_texture_pixel_size[0] = 0;
	push_constant.color_texture_pixel_size[1] = 0;
	push_constant.pad[0] = 0;
	push_constant.pad[1] = 0;
	push_constant.lights[0] = 0;