What happens when a shader reaches the primitive edge and there is a
color=texture2D(texture, vec2(texCoord.x+some_positive_value, texCoord.y));
somewhere in it? I mean, what value does color
get in such a call, transparent black(0,0,0,0)? There seems to be no error in doing this, but I really need to ask if this is safe to use, and are there any visible artifacts to expect. I'm making a blur shader and all tutorials I've seen use this method to access adjacent pixels.