What is a common approach to smooth structures in textures? I have a screen-aligned texture resulting from multiple rendering passes. It looks  about this:



I want the edges to appear smoother than they do now (but still keep their characteristic shape). When zooming in, the blocky appearance becomes very obvious. Is there a common approach in computer graphics (or in OpenGL in particular) to resolve this? Since the texture results from the application of the jump flooding algorithm the what-ever approach has to be performed in a post-processing step. I'm so far just interested in the approach(es) itself, not in the implementation.
I don't have enough rep to add a comment so...

You could use a post process based anti-aliasing technique like FXAA or SMAA. Also, if performance is not a priority, you could go for SSAA. Another option could be to write to a multi sampled texture (I'm not 100% sure if that is possible in your case).