Calculating slope from heightmap procedural?

Is it possible to calculate the slope of a black+white procedural intended to be used a procedural? I want to drive the levels of BerconNoise1, based on the slope of an identical BerconNoise2 (so it has more levels on it’s cliffs). Is it something you can do with a map-driven gradient? You can do it for height easily, but I don’t know how to do it for slope.

I imagine a highpass would do it. That is, fake it. But can you do that with a map in Max?

Try putting them in a composite map and multiply one over the other.