I just modified it to work in MPC-HC, it works!
* (C) 2014 RLBURNSIDE - CA Correction Shader v 1.0 - for use in MPC-HC. Add in post-resize shaders
sampler s0 : register(s0);
float4 p0 : register(c0);
float4 main(float2 tex : TEXCOORD0) : COLOR
// maximum aberration in number of pixels at tex.x == 0 or 1 (left or right edge)
const float redAberration = 10.0;
const float greenAberration = 0.0;
const float blueAberration = -10.0;
float pctEffect = (tex.x - 0.5) * 2.0;
float3 aberration = float3(redAberration / width, greenAberration / width, blueAberration / width);
aberration *= pctEffect;
float2 uvRedCorrected = float2(tex.x+aberration.x,tex.y);
float2 uvGreenCorrected = float2(tex.x+aberration.y,tex.y);
float2 uvBlueCorrected = float2(tex.x+aberration.z,tex.y);
col.r = tex2D(s0, uvRedCorrected).r;
col.g = tex2D(s0, uvGreenCorrected).g;
col.b = tex2D(s0, uvBlueCorrected).b;
float4 finalColour = float4(col,1.0);
copy paste the above into CACorrection.hlsl and save that file in the shaders dir of MPC-HC, then go to Play->Shaders->Select Shaders and add the .hlsl file to the Shaders list (Add shader file), then select it and click Add To Post resize
voila. tweak the values of red, green, blue aberration until you dial in the setting. Drag and drop a white grid of 1920x1080 size into MPC-HC and display it full screen, then in a text editor edit the values of the aberrations until the colors converge. Might want to do it pairwise, i.e. use a yellow grid to dial in the red towards the green (leave green untouched). Then use a cyan grid to dial in the blue towards the green.
Can someone make us a 1920x1080 grid .png file of yellow and cyan? And maybe a white one to validate the results of the CA correction?