yep, but that's way slower than native anti-aliasing. for 4x ssaa with optimized chain, 1024x768 you'd need a 4096x3072 render target (try to render that in a7), downsample it to 1024x768, which makes 16 texture lookups per downsampled pixel.
i've not found a proper implementation of shader-based antialiasing in the net. there are almost always drawbacks in terms of quality.