That's pretty cool actually. One thing about red is that it is a primary display color so makes me think that somewhere that it should be white FFFFFF is somehow FF0000 through shifting or something. But I can't see anything there.
I don't think it is a problem with finding the texture since the shapes of the snowflakes are correct.
As far as I can think, it can be a blending issue (maybe even blending from before the renderer is called if the GLState has something left over, so look at that GL stuff at the top. Secondly, it could be direct color methods but your color() methods seem to be white. Lastly it could maybe be a lighting issue, although I'm not aware of lighting changing color, but you could look at how it get lighting.
I'm most suspicious that the GLState is somehow blending red due to something left over in the state. However, the state is explicitly set to white with the GLStateManager.color() method call, so it is very curious as to how you're getting red. I do feel that it has something to do with blending though. Did you try to disable the blending? You can use GLStateManager.disableBlend() early on in your code (probably right after the enable call). Don't just comment out the enable call because it can possibly already be enabled and you need to make sure it is disabled.
One other thing for debug, when I copy code with a lot of fields with obfuscated names like j1, f3, and such, I like to go through and figure out what they do and refactor the name to something meaningful. You might find a clue as you do that.