Restrict to a specific viewport?

Is there any way to restrict an object to a specific view port, say I have three for a triple head, but want an object to only appear in 2 of them, is there a shader call that can do that?

see the supported semantics:

hlsl:
//       ********************************************************************************_
//       —————————<   SEMANTICS   >———————————————————————————————————————————————————————
//       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
         float4x4 tW        : WORLD ;          //————< object space -> world space>———————
                              //holds the transformation connected to the "Transform" pin.
                              //multiply the points of your mesh with that matrix
                              //so that you can transform meshes in space.
         float4x4 tWI       : WORLDINVERSE  ;
         float4x4 tWT       : WORLDTRANSPOSE   ;
         float4x4 tWIT      : WORLDINVERSETRANSPOSE ;
         float4x4 tV        : VIEW   ;                //   world space -> view space
                              //this is the transformation you connected to the renderer at pin "View Transform".
                              //this matrix normally holds the position and orientation of the camera.
                              //multiply the points of your mesh to get them relative to the camera.
                              //still no distortion has taken place.
                              //after multiplication x goes right, y goes up and z goes into the monitor.
         float4x4 tVI       : VIEWINVERSE   ;
         float4x4 tVT       : VIEWTRANSPOSE   ;
         float4x4 tVIT      : VIEWINVERSETRANSPOSE   ;
         float4x4 tP        : PROJECTION   ;          //view space -> projection space
                              //this is the transformation you connected to the renderer at pin "Projection Transform". it normally holds a perspective transformation.
                              //multiply the points of your mesh to distort them by a lens.
                              //after multiplication x and y values in between -1 and 1 are visible in the renderer.
                              //                     points wiht z=0 are in front (NearClipping Plane),
                              //                     points with z=1 are behind (Far Clipping Plane).
         float4x4 tPI       : PROJECTIONINVERSE   ;
         float4x4 tPT       : PROJECTIONTRANSPOSE   ;
         float4x4 tPIT      : PROJECTIONINVERSETRANSPOSE   ;
         float4x4 tWV       : WORLDVIEW ;           //world-view-matrix.
                            //shortcut to get from object space -> view space
                            //with one matrix multiplication *
         float4x4 tWVI      : WORLDVIEWINVERSE ;
         float4x4 tWVT      : WORLDVIEWTRANSPOSE   ;
         float4x4 tWVIT     : WORLDVIEWINVERSETRANSPOSE  ;
         float4x4 tVP       : VIEWPROJECTION  ;
         float4x4 tVPI      : VIEWPROJECTIONINVERSE   ;
         float4x4 tVPT      : VIEWPROJECTIONTRANSPOSE   ;
         float4x4 tVPIT     : VIEWPROJECTIONINVERSETRANSPOSE   ;
         float4x4 tWVP      : WORLDVIEWPROJECTION ;    //object space -> projection space *
                              //very comfortable matrix to get points from the original mesh
                              //relative to the camera and also distorted by its lens.
         float4x4 tWVPI     : WORLDVIEWPROJECTIONINVERSE  ;
         float4x4 tWVPT     : WORLDVIEWPROJECTIONTRANSPOSE  ;
         float4x4 tWVPIT    : WORLDVIEWPROJECTIONINVERSETRANSPOSE   ;
                              //if you don`t declare a world-matrix in your effect,
                              //but want to make use of any of the world-view-projection-matrices
                              //(those matrices you need a world-matrix for to calculate,
                              //like "worldview" or "worldviewprojection"),
                              //a matrix-pin for the world-matrix will automatically be added (the "Transform Pin")
                              //to your effectnode (with the identity matrix as default value).
         float3   CamPosition : CAMERAPOSITION;
         int      VwPortIndex : VIEWPORTINDEX ;
         int      VwPortCount : VIEWPORTCOUNT ;

had a similar thread:

but stuck changing the shadercode
could someone post sample patch according joreg instructions?

maybe a clipping plane approach: http://legacy.vvvv.org/tiki-view_forum_thread.php?topics_offset=1&forumId=7&comments_parentId=28306
in case you dont have a spreaded viewport transform

After some head scratching…
thanks for the link DiMiX :)
and kalle, although that list still looks daunting!

Shader to Select whether an object is drawn in a viewport (2.7 kB)