@@ -544,63 +544,6 @@ AbstractStage {
544544 onDecorationPressed: { ApplicationManager.focusApplication(model.appId) }
545545 }
546546
547− BorderImage {
548− anchors {
549− fill: decoratedWindow
550− margins: decoratedWindow.active ? -units.gu(2) : -units.gu(1.5)
551− }
552− source: "graphics/dropshadow2gu.sci"
553− opacity: .3
554− visible: !decoratedWindow.fullscreen && !appDelegate.maximized
555− enabled: visible
556− }
557−
558− Rectangle {
559− id: mask
560− radius: appDelegate.maximized ? 0 : units.gu(.7) // disable rounded corners when maximized
561− anchors.fill: decoratedWindow
562− }
563−
564− ShaderEffectSource {
565− id: sourceMask
566− hideSource: true
567− sourceItem: mask
568− }
569−
570− ShaderEffectSource {
571− id: sourceImage
572− hideSource: !decoratedWindow.fullscreen
573− sourceItem: decoratedWindow
574− }
575−
576− ShaderEffect {
577− id: maskEffect
578− anchors.fill: mask
579− blending: false
580− enabled: state == "normal" || state == "closing"
581− || appDelegate.maximizedLeft || appDelegate.maximizedRight
582−
583− property variant sourceTexture: sourceImage
584− property variant maskTexture: sourceMask
585−
586− fragmentShader: "
587− uniform sampler2D sourceTexture;
588− uniform sampler2D maskTexture;
589− varying highp vec2 qt_TexCoord0;
590−
591− void main()
592− {
593− highp vec4 c = texture2D(sourceTexture, qt_TexCoord0);
594− highp vec4 m = texture2D(maskTexture, qt_TexCoord0);
595−
596− if (m.a == 0.0) // if the mask is transparent, discard the pixel
597− discard;
598− else
599− gl_FragColor = c; // otherwise use the original color
600− }
601− "
602− }
603−
604547 WindowedFullscreenPolicy {
605548 id: fullscreenPolicy
606549 active: true