I’m trying to use a geometry shader to emulate water, but the programmable pipeline is ordered like so:

Which means that the geometry stage comes after the vertex stage. I wanted to ask, if I use the vertex stage to do the transformations, and use the geometry stage to do the normal calculations, where do I do the lighting?

PS. I will try to set the geometry shader using the underlying `SharpDX.Direct3D11.Device`

to set the geometry shader and the variables.

Thanks!