https://bugs.winehq.org/show_bug.cgi?id=45375
--- Comment #2 from Connor McAdams conmanx360@gmail.com --- After some digging through apitrace, I have found the source of the problem, although I do not fully know what to do with that information. Basically, your current position is stored into a a uniform value for the vertex shader, and when your Z position goes below 0, this stuff starts happening. In apitrace, editing out this portion of the shader fixes the issue, but of course that can't really be translated into the game in any way.