You don't.
Unless these are separate shaders (and even they don't work that way), each rendering operation will apply a single set of shaders to the rendered primitive. That means a single Vertex Shader, followed by any Tessellation Shaders, followed by optionally a single Geometry Shader, followed by a single Fragment Shader.
If you want to daisy-chain shaders, you have to do that within the shaders themselves.
与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…