How can I center my camera's sliding on my player?

So I have a script that makes my camera move like the camera in Enter the Gungeon, The camera follows the player when the player moves. However, when I move the mouse to shift the camera, the camera moves based the origin instead of based off player.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraScript : MonoBehaviour
{
    //Camera Movement
    public Transform player;
    Vector3 target, mousePos, shakeOffset;
    Vector3 refVel = Vector3.zero;
    float cameraDistance = 3.5f;
    public float smoothTime = 0.3f, zStart;

    //Camera Shake
    float shakeMag, shakeTimeEnd;
    Vector3 shakeVector;
    bool shaking;


    void Start()
    {
        target = player.position;
        zStart = transform.position.z;
    }

     void Update()
    {
        mousePos = CaptureMousePos();
        shakeOffset = UpdateShake();
        target = UpdateTargetPos();
        UpdateCameraPosition();
    }


    Vector3 CaptureMousePos()
    {
        Vector2 ret = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        ret *= 2;
        ret -= Vector2.one;
        float max = 0.9f;
        if (Mathf.Abs(ret.x) > max || Mathf.Abs(ret.y) > max)
        {
            ret = ret.normalized;
        }
        return ret;
    }

    Vector3 UpdateTargetPos ()
    {
        Vector3 mouseOffset = mousePos * cameraDistance;
        Vector3 ret = mouseOffset + player.position;
        ret += shakeOffset;
        ret.z = zStart;
        return ret;
    }

    void UpdateCameraPosition ()
    {
        Vector3 tempPos;
        tempPos = Vector3.SmoothDamp(transform.position, target, ref refVel, smoothTime);
        transform.position = tempPos;
    }

    public void Shake (Vector3 direction, float magnitude, float length)
    {
        shaking = true;
        shakeVector = direction;
        shakeMag = magnitude;
        shakeTimeEnd = Time.time + length;
    }

    Vector4 UpdateShake()
    {
        if (!shaking || Time.time > shakeTimeEnd)
        {
            shaking = false;
            return Vector3.zero;
        }
        Vector3 tempOffset = shakeVector;
        tempOffset *= shakeMag;
        return tempOffset;
    }

}

So I ended up figuring it out. I just had to swap out

Vector2 ret = Camera.main.ScreenToWorldPoint(Input.mousePosition);

for

Vector2 ret = Camera.main.ScreenToViewportPoint(Input.mousePosition);