glsl: Fix the setup of refract()'s output for vec3/vec4 and k < 0.0.

caught by valgrind.
diff --git a/src/glsl/builtin_function.cpp b/src/glsl/builtin_function.cpp
index 40c85e7..5b3b49d 100644
--- a/src/glsl/builtin_function.cpp
+++ b/src/glsl/builtin_function.cpp
@@ -1808,7 +1808,7 @@
    "		        (expression float dot (var_ref n) (var_ref i))\n"
    "		        (expression float dot (var_ref n) (var_ref i))))))))\n"
    "      (if (expression bool < (var_ref k) (constant float (0.0)))\n"
-   "          ((return (constant vec3 (0.0 0.0))))\n"
+   "          ((return (constant vec3 (0.0 0.0 0.0))))\n"
    "	  ((return (expression vec3 -\n"
    "	             (expression vec3 * (var_ref eta) (var_ref i))\n"
    "		     (expression vec3 *\n"
@@ -1833,7 +1833,7 @@
    "		        (expression float dot (var_ref n) (var_ref i))\n"
    "		        (expression float dot (var_ref n) (var_ref i))))))))\n"
    "      (if (expression bool < (var_ref k) (constant float (0.0)))\n"
-   "          ((return (constant vec4 (0.0 0.0))))\n"
+   "          ((return (constant vec4 (0.0 0.0 0.0 0.0))))\n"
    "	  ((return (expression vec4 -\n"
    "	             (expression vec4 * (var_ref eta) (var_ref i))\n"
    "		     (expression vec4 *\n"