diff --git a/README.md b/README.md
index b3fa34d..91dcf44 100644
--- a/README.md
+++ b/README.md
@@ -17,7 +17,7 @@ Vulkan drivers and other related resources can be found at https://www.khronos.o
#### Introduction to a Vulkan world
-##### https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-1
+##### https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-part-1
Tutorial presents how to create all resources necessary to use Vulkan inside our application: function pointers loading, Vulkan instance creation, physical device enumeration, logical device creation and queue set up.
@@ -27,7 +27,7 @@ Tutorial presents how to create all resources necessary to use Vulkan inside our
#### Integrating Vulkan with OS
-##### https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-2
+##### https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-part-2
This lesson focuses on a swap chain creation. Swap chain enables us to display Vulkan-generated image in an application window. To display anything simple command buffers are allocated and recorded.
@@ -37,7 +37,7 @@ This lesson focuses on a swap chain creation. Swap chain enables us to display V
#### Graphics pipeline and drawing
-##### https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-3
+##### https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-part-3
Here I present render pass, framebuffer and pipeline objects which are necessary to render arbitrary geometry. It is also shown how to convert GLSL shaders into SPIR-V and create shader modules from it.
@@ -47,7 +47,7 @@ Here I present render pass, framebuffer and pipeline objects which are necessary
#### Buffers, memory objects and fences
-##### https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-4
+##### https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-part-4
This tutorial shows how to set up vertex attributes and bind buffer with a vertex data. Here we also create memory object (which is used by buffer) and fences.
@@ -76,4 +76,4 @@ This tutorial shows what resources are needed and how they should be prepared to
#### Using buffers in shaders
-Here it is shown how to add uniform buffer to descriptor sets, how to provide data for projection matrix through it and how to use it inside shader.
\ No newline at end of file
+Here it is shown how to add uniform buffer to descriptor sets, how to provide data for projection matrix through it and how to use it inside shader.