Today OpenGL 4.3 and OpenGL ES 3.0 specifications have been unveiled and for texture compression they are gonna use the newly developed ASTC texture compression algorithm. I am interested if there exist any purely software implementations (best in C/C++) of the algorithm. There are some code snippets in here, but they cover only the random hash used at the core of the algorithm, the full article is not disclosed. I am basing one of my projects on the Squish project (DXT1 in software) and would be interested how much it would benefit from ASTC. Thanks in advance if you have any resources.