Wavelength node averages to washed out red. How do i make it white instead?

I set up a basic shader that picks random wavelengths from 380-780 and converts them to rgb. This was supposed to be used in a glass shader for simulating realistic light dispersion effects. The problem is when the colors average during rendering, the result is this dark washed out red color. Ideally, it should be a perfect white.

Now, I already know the problem exists because of the human eye’s unequal sensetivity to rgb light, but i just need help finding the solution. Anyone care to help?

I don’t know how all of this works, but I notice that I can shift the final color if I multiply the result of the white noise. I managed to get a roughly desaturated gray that way.