AG normal map to RGB normal map I'm trying to convert ag normal maps (alpha is red channel, green is green channel, blue channel derived from a and g through some formula) to standard normal map (tangent space).
Nvidia's Windows Texture Viewer gives this formula "Normal map AG [dR = sA; dG = sG; dB = sqrt (1.0 - dRdR - dGdG); dA = 255]", but I'm more artistically declined than math or programming and failed to recreate this with shader nodes. thanks in advance.
This tree reproduces the function you describe:



It could be made smaller, but I hope this is more self-explanatory. Note that this is Non-Color data, set in the input image.