constructor( object, renderer ) {

		super( object, renderer, new GLSLNodeParser() );

		/**
		 * A dictionary holds for each shader stage ('vertex', 'fragment', 'compute')
		 * another dictionary which manages UBOs per group ('render','frame','object').
		 *
		 * @type {Object<string,Object<string,NodeUniformsGroup>>}
		 */
		this.uniformGroups = {};

		/**
		 * An array that holds objects defining the varying and attribute data in
		 * context of Transform Feedback.
		 *
		 * @type {Array<Object<string,AttributeNode|string>>}
		 */
		this.transforms = [];

		/**
		 * A dictionary that holds for each shader stage a Map of used extensions.
		 *
		 * @type {Object<string,Map<string,Object>>}
		 */
		this.extensions = {};

		/**
		 * A dictionary that holds for each shader stage an Array of used builtins.
		 *
		 * @type {Object<string,Array<string>>}
		 */
		this.builtins = { vertex: [], fragment: [], compute: [] };

	}
Constructs a new GLSL node builder renderer.

@param {Object3D} object - The 3D object.
@param {Renderer} renderer - The renderer.