For the case of triangle geometry with no custom intersection shaders, any-hit and
closest-hit shaders can access barycentric weights of the point of intersection of
ray with triangle by declaring a hitAttributeEXT variable of two 32-bit floating
point elements
https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR/blob/21fc6552372d40927b29904eabb25061874668ba/ray_tracing_manyhits/shaders/raytrace.rchit#L9
https://github.com/KhronosGroup/GLSL/blob/master/extensions/ext/GLSL_EXT_ray_tracing.txt#L348