http://bugs.winehq.org/show_bug.cgi?id=7284
--- Comment #27 from Tobias Jakobi liquid.acid@gmx.net 2009-03-14 18:20:11 --- Oops, the last attachment has a wrong description - I just changed it.
I suspect this to be a problem with ps_1_4, maybe something gets wrongly translated into ARBfp code (or GLSL high-level- code, since this happens with both UseGLSL enabled and disabled).
If you take a look at the extracted code from the non-PS case (pixel shader skins disabled in the MP2 settings) every PS source is of type ps_1_1 (and the vertex shaders are of type vs_1_1).
I'm currently looking into a bug that also has to do with D3D asm translation (http://bugs.winehq.org/show_bug.cgi?id=17715), so I thought the same could be true here.
From the shader sources it looks like they were all assembled with D3DX8, so
maybe we are handling some instructions the D3D9-way, which are differently handled with D3D8 (and noone noticed this before).