diff --git a/libraries/render-utils/src/RenderForwardTask.cpp b/libraries/render-utils/src/RenderForwardTask.cpp
index c6f49bc92a..73692b41c2 100755
--- a/libraries/render-utils/src/RenderForwardTask.cpp
+++ b/libraries/render-utils/src/RenderForwardTask.cpp
@@ -96,12 +96,6 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
     // draw a stencil mask in hidden regions of the framebuffer.
     task.addJob<PrepareStencil>("PrepareStencil", framebuffer);
 
-    // Layered
-    const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f));
-    const auto inFrontOpaquesInputs = DrawLayered3D::Inputs(inFrontOpaque, lightingModel, nullJitter).asVarying();
-    const auto inFrontTransparentsInputs = DrawLayered3D::Inputs(inFrontTransparent, lightingModel, nullJitter).asVarying();
-    task.addJob<DrawLayered3D>("DrawInFrontOpaque", inFrontOpaquesInputs, true);
-
     // Draw opaques forward
     const auto opaqueInputs = DrawForward::Inputs(opaques, lightingModel).asVarying();
     task.addJob<DrawForward>("DrawOpaques", opaqueInputs, shapePlumber);
@@ -113,6 +107,12 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
     // Draw transparent objects forward
     const auto transparentInputs = DrawForward::Inputs(transparents, lightingModel).asVarying();
     task.addJob<DrawForward>("DrawTransparents", transparentInputs, shapePlumber);
+
+     // Layered
+    const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f));
+    const auto inFrontOpaquesInputs = DrawLayered3D::Inputs(inFrontOpaque, lightingModel, nullJitter).asVarying();
+    const auto inFrontTransparentsInputs = DrawLayered3D::Inputs(inFrontTransparent, lightingModel, nullJitter).asVarying();
+    task.addJob<DrawLayered3D>("DrawInFrontOpaque", inFrontOpaquesInputs, true);
     task.addJob<DrawLayered3D>("DrawInFrontTransparent", inFrontTransparentsInputs, false);
 
     {  // Debug the bounds of the rendered items, still look at the zbuffer