Not really - just add a colour input node set to pure white, then use the split RGB node to split it into it’s pure RGB components, then send each RGB output to the colour input of a glass shader with the relevant IOR.
However adding three glass/refraction shaders to fake dispersion is very inefficient. Using a sub pixel texture is faster and leads to better results IMO. Also you aren’t limited to just RGB - you can effectively assign a full spectrum of colour/IOR values.