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@@ -1692,7 +1692,7 @@ class WebGLRenderer {
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if ( _this.sortObjects === true ) {
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- currentRenderList.sort( _opaqueSort, _transparentSort, camera.reversedDepth );
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+ currentRenderList.sort( _opaqueSort, _transparentSort );
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}
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@@ -1875,6 +1875,11 @@ class WebGLRenderer {
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_vector4.setFromMatrixPosition( object.matrixWorld )
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.applyMatrix4( _projScreenMatrix );
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+ // with a reversed depth buffer the projected z is inverted; negate it so
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+ // smaller z always means "closer" for render list sorting
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+
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+ if ( camera.reversedDepth === true ) _vector4.z = - _vector4.z;
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+
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}
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const geometry = objects.update( object );
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@@ -1913,6 +1918,8 @@ class WebGLRenderer {
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.applyMatrix4( object.matrixWorld )
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.applyMatrix4( _projScreenMatrix );
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+ if ( camera.reversedDepth === true ) _vector4.z = - _vector4.z;
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+
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}
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if ( Array.isArray( material ) ) {
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