SprightLightKit learned a new trick. Shadows are handled by getting the weighted average position of all lights within range and using a second pass in the sprite shader to offset a silhouette. The nearest light accumulator is pretty inefficient at the moment until b-trees are added for faster lookup of the affected lights. Each lights intensity is also not taken into affect as that will take some thought due to intensity being a combination of alpha and the light cookie.
As always you can find the code on GitHub: https://github.com/prime31/SpriteLightKit