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 Here is the [UASTC LDR 4x4 specification document](https://github.com/BinomialLLC/basis_universal/wiki/UASTC-Texture-Specification).
 
-3. [UASTC HDR 4x4](https://github.com/BinomialLLC/basis_universal/wiki/UASTC-HDR-Texture-Specification-v1.0): An 8 bits/pixel HDR high quality mode. This is a 24 mode subset of the standard [ASTC HDR](https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression) 4x4 (8bpp) texture format. It's designed to be high quality, supporting the 27 partition patterns in common between BC6H and ASTC, and fast to transcode with very little loss (typically a fraction of a dB PSNR) to the BC6H HDR texture format. Notably, **UASTC HDR data is 100% standard ASTC texture data**, so no transcoding at all is required on devices or API's supporting ASTC HDR. This mode can also be transcoded to various 32-64bpp uncompressed HDR texture/image formats.
+3. [UASTC HDR 4x4](https://github.com/BinomialLLC/basis_universal/wiki/UASTC-HDR-4x4-Texture-Specification-v1.0): An 8 bits/pixel HDR high quality mode. This is a 24 mode subset of the standard [ASTC HDR](https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression) 4x4 (8bpp) texture format. It's designed to be high quality, supporting the 27 partition patterns in common between BC6H and ASTC, and fast to transcode with very little loss (typically a fraction of a dB PSNR) to the BC6H HDR texture format. Notably, **UASTC HDR data is 100% standard ASTC texture data**, so no transcoding at all is required on devices or API's supporting ASTC HDR. This mode can also be transcoded to various 32-64bpp uncompressed HDR texture/image formats.
 
 Here is the [UASTC HDR 4x4 specification document](https://github.com/BinomialLLC/basis_universal/wiki/UASTC-HDR-Texture-Specification-v1.0), and some compressed [example images](https://github.com/BinomialLLC/basis_universal/wiki/UASTC-HDR-Examples).