2D light not to overexpose

I’m using the same shader you suggested but with backbuffercopy. Without backbuffercopy, it’s making the nodes transparent around the lights, for some reason. I found the solution from this link, @haruyou27

My lights doesn’t have to be perfect so I think I can figure out a way to work with shaders anyway.

But the main issue is that, the light intensity goes on top of each other, as in the 2nd picture i shared. I’m trying to figure out a way to use the ALBEDO color of the screen texture and use it as the maximum, so even if there is multiple lights around the same area, it wouldn’t be too bright.

I’m not sure if this make sense or even possible……..