### 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::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
	GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
	Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
	
	reset_canvas();
	if (state.canvas_instance_data_buffers[state.current_buffer].fence != GLsync()) {
		GLint syncStatus;
		glGetSynciv(state.canvas_instance_data_buffers[state.current_buffer].fence, GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
		if (syncStatus == GL_UNSIGNALED) {
			
			if (state.canvas_instance_data_buffers[state.current_buffer].last_frame_used < RSG::rasterizer->get_frame_number() - 2) {
#ifndef WEB_ENABLED
				
				glClientWaitSync(state.canvas_instance_data_buffers[state.current_buffer].fence, 0, 100000000); 
#endif
			} else {
				
				
				_allocate_instance_data_buffer();
			}
		} else {
			
			state.canvas_instance_data_buffers[state.current_buffer].last_frame_used = RSG::rasterizer->get_frame_number();
			glDeleteSync(state.canvas_instance_data_buffers[state.current_buffer].fence);
			state.canvas_instance_data_buffers[state.current_buffer].fence = GLsync();
		}