I'm not sure what you're asking for exactly.
Anti-aliasing can be requested when creating your WebGL context with
gl = canvas.getContext("webgl", { antialias: true });
But it's up to the browser whether or not it actually turns on anti-aliasing or not and to what level. Some browsers for example disallow anti-aliasing on certain GPUs because of driver bugs.
Otherwise you could set the canvas to a larger size and use css to display it a smaller size. The browser will most likely use GPU bilinear filtering to display the result giving you a kind fo anti-aliasing. To do that set the size of the canvas to double the size you want to display and the css to the size you want to display. Example:
desiredWidth = 640;
desiredHeight = 480;
canvas.width = desiredWidth * 2;
canvas.height = desiredHeight * 2;
canvas.style.width = desiredWidth + "px";
canvas.style.height = dsiredHeight + "px";
gl = canvas.getContext("webgl", { antialias: false });
That will make your canvas's drawingBuffer double the size it is displayed in the page and will likely make it look anti-aliased.