Anti-aliasing (MSAA) in shader widget

Dear friends, it is quite straightforward to incorporate a custom shader into an iced application with the existing “shader” widget, however I am struggling to implement anti-aliasing with multi-sampling.
The only target (TextureView) we get as an input to the Primitive::render() function is not multi-sampled, moreover, I can’t use the following approach:

let mut render_pass = encoder.begin_render_pass(&RenderPassDescriptor {
            label: Some("Scene Render Pass"),
            color_attachments: &[
                Some(RenderPassColorAttachment {
                    view: multisample_view, // THIS 
                    resolve_target: Some(target), // AND THIS
                    ops: Operations {
                        load: LoadOp::Load,
                        store: Store,
                    },
                }),
            ],

since my custom multisample_view TextureView doesn’t contain the elements previously drawn by Iced - hence I get a broken interface as a result.
Is it possible to implement multi-sampling with the shader widget? How would you approach this challenge?
Thanks everyone in advance

If anyone faces the similar challenge - I got an answer in the Discord chat, practically you just write to a multi-sampled texture and then blit it to the target texture, here is some inspiration