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 Thanks to Colt McAnlis, for advertising one of my earlier open source texture compression libraries at GDC, and Won Chun, who originally suggested making a universal system.
 
-Thanks to Chas Boyd (Microsoft), for inspiring us to work on texture compression full-time.
+Thanks to Chas Boyd (Microsoft), for inspiring us to work on texture compression full-time. Chas also gave us great feedback about UASTC before it was released.
 
 I first saw using precomputed tables for quickly computing optimal encodings of solid color blocks in ryg_dxt. The method that limits the canonical Huffman codelengths to a maximum codesize was used in Yoshizaki's lharc. The canonical Huffman codelength compression system is similar to Katz's Deflate method.