What is a good way to handle the case in gaussian blur when the sampled positions are outside of the texture?
If it’s seamless, it’s pretty obvious, but the problem is when it’s not seamless. I tried sampling the value that has the same distance from the origin (as seen on the image below) but that causes weird edges in some cases
If you texture is not warped, there’s not really an answer for that; the pixels you are sampling just does not exist. Whatever you do, you will have those bleeding borders artifact. So just do what works best for you. The simplest solution would be to use the value of the centered pixel pretending that pixel is stretching off the edge.
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