Update UASTC HDR 6x6 Intermediate link in README
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2. [**UASTC LDR 4x4**](https://github.com/BinomialLLC/basis_universal/wiki/UASTC-LDR-4x4-Texture-Specification) (with or without RDO): Custom ASTC 4x4-like format designed for very fast transcoding to other LDR texture formats, high quality
3. [**UASTC HDR 4x4**](https://github.com/BinomialLLC/basis_universal/wiki/UASTC-HDR-4x4-Texture-Specification): Standard ASTC HDR 4x4 texture data, but constrained for very fast transcoding to BC6H
4. **ASTC HDR 6x6 (with or without RDO)**: Standard ASTC HDR 6x6
-5. **UASTC HDR 6x6 Intermediate ("GPU Photo HDR")**: Supercompressed ASTC HDR 6x6
+5. [**UASTC HDR 6x6 Intermediate**](https://github.com/BinomialLLC/basis_universal/wiki/UASTC-HDR-6x6-Intermediate-File-Format-(Basis-GPU-Photo-6x6)) ("GPU Photo HDR"): Supercompressed ASTC HDR 6x6
6. **ASTC LDR 4x4-12x12 (all 14 standard ASTC block sizes, with or without basic windowed RDO)**: Standard ASTC LDR 4x4-12x12
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.