GPGPU texture turning black in VR

Hello! I have a problem and wonder if someone could help…
I have a shader (using a compute) and I wanted to try it in VR, in a browser… so, based on three.js examples (to enter VR) and three.js webgl - gpgpu - flocking (for the compute), I have written a little test…

Strange result. The shader is working, and I can enter the VR. But the texture is unstable as soon as I enter VR: it turns black when watching in some angles.
No problem moving the camera when not in VR. The texture stay consistent.

I use Firefox + WebXR API Simulator (to test without headset) but the problem is the same on Chrome, with an Oculus.
You can try the test here: webGL_ReactionDiffusion_Plane
Let me know if you have an idea how to fix the problem! I can’t understand what is going on…