// See DeconvolutionSharpenEffect for a different, possibly better
// sharpening algorithm.
+#include <GL/glew.h>
+#include <assert.h>
+#include <string>
+
#include "effect.h"
class BlurEffect;
+class EffectChain;
class MixEffect;
+class Node;
class UnsharpMaskEffect : public Effect {
public: