EnvironmentBRDF Texture Corruption

    var envBRDFTexture = new BABYLON.Texture('/correlatedMSBRDF_RGBD.png', scene, true, true, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
    envBRDFTexture.isRGBD = true;
    envBRDFTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
    envBRDFTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;        
    scene.environmentBRDFTexture = envBRDFTexture;

Pre-setting the texture fixed the issue: see: scene.environmentBRDFTexture vs scene.environmentTexture