I don´t know why it isn´t visible but I think that the blur is a postprocessing shader? If that is the case, you can´t use antialiasing with it. One approach would be rendering into rendertargets with a very high resolution and then to sample it down or the alternative which is probably a little more usable, but also harder to do is to use an edge detection shader and to blur the found edges with a simple blur shader...
But I guess that this isn´t really what you want.
You can find some more information about it in for example this article:
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter09.htmlThere is also a little information about it in some of the shader X books.