Update README with HDR formats transcoding details
Added information about HDR formats transcoding to BC6H.
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7. [**XUASTC LDR 4x4-12x12**](https://github.com/BinomialLLC/basis_universal/wiki/XUASTC-LDR) (all 14 standard ASTC block sizes, "GPU Photo LDR/SDR"): A latent-space GPU texture codec supporting ASTC LDR supercompression with Weight Grid DCT ([Discrete Cosine Transform](https://grokipedia.com/page/Discrete_cosine_transform)) for very high quality, extreme bitrate scalability, optional adaptive deblocking (CPU or using a [simple GPU pixel shader](https://github.com/BinomialLLC/basis_universal/tree/master/shader_deblocking_glfw) compatible with mipmapping and filtering), three entropy coding profiles (Zstd, arithmetic or hybrid). See [JPEG for ASTC](https://github.com/BinomialLLC/basis_universal/wiki/JPEG-for-ASTC), and the [ASTC and XUASTC LDR Usage Guide](https://github.com/BinomialLLC/basis_universal/wiki/ASTC-and-XUASTC-LDR-Usage-Guide). As of v2.50 the XUASTC/ASTC encoders now support in-loop deblocking via a global optimization step (using Stochastic Coordinate Descent/SCD). An optional deblocking pixel shader can be used to reduce block artifacts on the largest ASTC/XUASTC block sizes (10x8 or larger by default). The encoder can now optimize the output taking into account the deblocking filter.
8. [**XUBC7**](https://github.com/BinomialLLC/basis_universal/wiki/XUBC7-File-Format): A latent-space GPU texture codec supporting lossless or lossy supercompressed standard BC7 (all modes, all mode features, all 2/3 subset partition patterns). Supports near-loss transcoding to ASTC LDR 4x4 and real-time encoding to numerous other LDR texture formats: ETC1/2, PVRTC1, etc. Uses residual weight grid DPCM and (in lossy mode) absolute+residual Weight Grid DCT. Also supports optional RDO (rate-distortion optimization). Lossless bitrate is ~3.5-5.6 bpp, lossy is ~0.8-3.5 bpp, with the lossy sweet spot being around 1.15-2.5 bpp. XUBC7 decompression is fully fixed-point, and the low-level format supports multithreaded transcoding (up to 8 threads). Always uses Zstd.
-Each codec supports on the fly transcoding to other GPU texture formats, either by directly converting from one GPU texture latent to another, or by using analytical real-time encoders. For example, XUBC7 can be transcoded to ASTC LDR 4x4, ETC1/2, PVRTC1, etc. XUASTC LDR (any block size) can be transcoded to BC1-7, ETC1/2, etc.
+Each codec supports on the fly transcoding to other GPU texture formats, either by directly converting from one GPU texture latent to another, or by using analytical real-time encoders. For example, XUBC7 can be transcoded to ASTC LDR 4x4, ETC1/2, PVRTC1, etc. XUASTC LDR (any block size) can be transcoded to BC1-7, ETC1/2, etc. Our HDR formats can be transcoded to BC6H (unsigned).
The C/C++ encoder and transcoder libraries can be compiled to native code or WebAssembly (web or WASI), and all encoder/transcoder features can be accessed from JavaScript via a C++ wrapper library which optionally supports [WASM multithreading](https://web.dev/articles/webassembly-threads) for fast encoding in the browser. [WASM WASI](https://wasi.dev/) builds, for the command line tool and the encoder/transcoder as a WASI module using a pure C API, are also supported.