Here you go. I didn't create this, and have no idea who the author was. I just made some quick edits to handle either OpenGL and DirectX format normal maps.
You'd be better off baking a curvature map straight from the high poly to the low poly for clean results. Converting a tangent space normal map to a curvature map emphasizes those low poly shading compensations from that TS normal map, which isn't desirable.
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