I'm implementing a Screen Space Ambient Occlusion (SSAO) shader and have difficulties with texture wrapping. (For those who don't know SSAO: it's a technique, where you compute the amount of occlusion for each pixel by comparing its depth with surrounding sample pixels. If samples are closer to the camera than current pixel, current pixel gets occluded and becomes darker).
As you can see in the image below, there's a dark area at the left window border at the same height as the cube at the right window border. It seems to me, that the texture coordinates of the samples are wrapped around (texture repeat or whatever you call it in Irrlicht). But in the SSAO shader code I definitely clamp sample texture coordinates to the range [0..1].

Has anyone an idea what's wrong?
How can I set texture wrapping mode to CLAMP for a (shader) material, or for the render target texture respectively?