And do I then need to bind them like this? deviceContext->VSSetConstantBuffers(0, 1, lightBuffer); deviceContext->PSSetConstantBuffers(0, 1, lightBuffer);
I don't remember how to use the old (and deprecated for a long time now) D3D11 effect system, perhaps it has a call to bind the buffer to both shader stages at once.
[EDIT]: Apparently there is
But as you are not using the effect system to bind the buffers but rather call the context yourself, you should bind the buffer to both stages.