Searching on the internet, I realized that Blender does not calculate the dispersion of the glass, in any case I have found a compromise, which is not precise, but let's say it does the "Dirty trick"
Personally, I'm taking a different way, and I like to create materials, always as much as possible without mixing "Shader" type nodes. In most cases, I can get all my materials, with the help of the Principled BSDF node, always connected directly to the Output node. In short, I like to work before the BSDF Principled node.
I was wondering if it was possible to do this trick using some math, or something similar linked to just one Principled BSDF, with no other shader nodes.