https://bugs.winehq.org/show_bug.cgi?id=35279
--- Comment #1 from Henri Verbeet hverbeet@gmail.com --- This will be pretty hard to debug without being able to reproduce it myself. If I were to make a guess, I suppose it's possible this ends up generating a divide by zero in some shader, that would normally be multiplied away by a multiply with zero somewhere else, but in GLSL ends up as NAN instead. (I.e., something similar to bug 29397.) In that regard it may be useful to know if this happens on other drivers and hardware as well, r600g in particular.