How to Rotate a Vertex by a Quaternion in GLSL
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GBAA is another anti-aliasing technique that works in the same spirit as GPAA, with the same quality, but with a substantially different method to accomplish the results. Whereas GPAA operates entirely as a post-process step (plus optionally pre-processing edges), GBAA uses a mixed method. During main scene rendering the geometry information is stored to a separate buffer, alternatively it uses available channels in an existing buffer. Anti-Aliasing is then performed in the end, in a resolve-pass if you will, as a fullscreen pass using the stored geometric information.