https://bugs.winehq.org/show_bug.cgi?id=37424
--- Comment #9 from Sovyn teddy5978@gmail.com --- (In reply to Stefan Dösinger from comment #8)
I haven't looked at the details yet, but my guess is that the game switches between fixed function fragment processing and pixel shaders without changing any pixel shader constants at the same time. In the GLSL ffp replacement shader bump map constants are separated from pixel shader constants. In ARB they share the same global constant "namespace".
Henri's patch probably doesn't trigger a constant update in this case since it is not needed in GLSL. If my theory is right the solution may be to trigger a constant reload in shader_arb_select if the previous draw did not use a pixel shader, but the current one does, or vice versa. I believe such a reload is already triggered somewhere, but I can't find it right now.
I really appreciate your response Stefan and hope you have a little time to help out the Path of Exile on Wine community by taking a further look at the details. If I can help in any way, please let me know.
I have also attached a short log file above (file name: log_d3d_fixme). I'm not certain the problem shows up as output in the log, but it was happening on screen four times during the log so hopefully. I did remove most of the duplicate lines and sections for easier read.