I'm trying to implement Bruneton's algorithm but i'm not sure the irradiance results are correct. The output texture is black but the values aren't zero. If i multiply them by 100 i get the following:

Which closely resembles the image found in this implementation by Stefan Sperlhofer. So my queston is, is the table supposed to have such low values? Because the Transmittance and Inscatter tables don't.

Also, in the algorithm the single irradiance is multiplied by zero and discarded... Why calculate it in the first place???