Sure, you just need to change the UVs of each vertex of your mesh lik so:
uv.x = C * ( vertex.x + A )
uv.y = C * ( vertex.y + A )
Then assign the texture to your mesh, and you should get what you want.
You have to apply a scale/translation factor appropriately as noted above, so the UVs end up in the range [0, 1].