I'm using the shader as a full-screen effect (So I apply it on the application_surface and draw that at some end step event). I combine this with (motion) blur and bloom to add post-screen FX for explosions / impacts etc.
It should be fairly easy to apply to a scaled sprite or whatever. Its really about 4 lines of shader code.
Here's a GLSL chromatic aberration shader:
https://www.shadertoy.com/view/Mds3zn
should be fairly easy to convert to GM.
As you can see;
vec3 col;
col.r = texture( iChannel0, vec2(uv.x+amount,uv.y) ).r;
col.g = texture( iChannel0, uv ).g;
col.b = texture( iChannel0, vec2(uv.x-amount,uv.y) ).b;
that is basically everything thats happening inside.