buildCode() {

		const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };

		this.sortBindingGroups();

		for ( const shaderStage in shadersData ) {

			let flow = '// code\n\n';
			flow += this.flowCode[ shaderStage ];

			const flowNodes = this.flowNodes[ shaderStage ];
			const mainNode = flowNodes[ flowNodes.length - 1 ];

			for ( const node of flowNodes ) {

				const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
				const slotName = node.name;

				if ( slotName ) {

					if ( flow.length > 0 ) flow += '\n';

					flow += `\t// flow -> ${ slotName }\n\t`;

				}

				flow += `${ flowSlotData.code }\n\t`;

				if ( node === mainNode && shaderStage !== 'compute' ) {

					flow += '// result\n\t';

					if ( shaderStage === 'vertex' ) {

						flow += 'gl_Position = ';
						flow += `${ flowSlotData.result };`;

					} else if ( shaderStage === 'fragment' ) {

						if ( ! node.outputNode.isOutputStructNode ) {

							flow += 'fragColor = ';
							flow += `${ flowSlotData.result };`;

						}

					}

				}

			}

			const stageData = shadersData[ shaderStage ];

			stageData.extensions = this.getExtensions( shaderStage );
			stageData.uniforms = this.getUniforms( shaderStage );
			stageData.attributes = this.getAttributes( shaderStage );
			stageData.varyings = this.getVaryings( shaderStage );
			stageData.vars = this.getVars( shaderStage );
			stageData.structs = this.getStructs( shaderStage );
			stageData.codes = this.getCodes( shaderStage );
			stageData.transforms = this.getTransforms( shaderStage );
			stageData.flow = flow;

		}

		if ( this.material !== null ) {

			this.vertexShader = this._getGLSLVertexCode( shadersData.vertex );
			this.fragmentShader = this._getGLSLFragmentCode( shadersData.fragment );

		} else {

			this.computeShader = this._getGLSLVertexCode( shadersData.compute );

		}

	}
Controls the code build of the shader stages.