Objects from different scenes in different effectComposers are not z-culled properly if one of the composer uses an effectpass

So basically I wanted to apply a SSAOEffect only on a few Objects. I did some research and apparently the proper way is to create a second scene.

I created another scene and another effectComposer, everything looked fine until I added the EffectPass. Apparently the depth information is lost after using the EffectPass and my second composer just render all objects on top of the first one making objects visible through obstacles. I figure I need some way to preserve the original depth buffer and inject it back into the second scene/composer but I ran out of ideas. I tried different effects like bloom, ssao and tonemapping and they all cause the issue so I am pretty sure it’s caused by the pass itself and not a specific effect. Any idea why exactly the EffectPass ruin depth culling?