Player Rotation Trouble ("does not exist in the current context")

I am trying to get my player to rotate based on the direction of a Cinemachine Camera. I keep getting this error:

“Assets/Scriptd/PlayerController.cs(59,82): error CS0103: The name ‘rotationSpeed’ does not exist in the current context”

My code is below:
using UnityEngine;
using UnityEngine.InputSystem;

[RequireComponent(typeof(CharacterController), typeof(PlayerInput))]
public class PlayerController : MonoBehaviour
{
    [SerializeField]
    private float playerSpeed = 2.0f;
    [SerializeField]
    private float jumpHeight = 1.0f;
    [SerializeField]
    private float gravityValue = -9.81f;
    [SerializeField]
    private float rotationSpeed = .8f;

    private CharacterController controller;
    private PlayerInput playerInput;
    private Vector3 playerVelocity;
    private bool groundedPlayer;
    private Transform cameraTransform;
    
    private InputAction moveAction;
    private InputAction jumpAction;

    private void Start()
    {
        controller = GetComponent<CharacterController>();
        playerInput = GetComponent<PlayerInput>();
        cameraTransform = Camera.main.transform;
        moveAction = playerInput.actions["Move"];
        jumpAction = playerInput.actions["Jump"];
    }

    void Update()
    {
        groundedPlayer = controller.isGrounded;
        if (groundedPlayer && playerVelocity.y < 0)
        {
            playerVelocity.y = 0f;
        }

        Vector2 input = moveAction.ReadValue<Vector2>();
        Vector3 move = new Vector3(input.x, 0, input.y);
        move = move.x * cameraTransform.right.normalized + move.z * cameraTransform.forward.normalized;
        move.y = 0f;
        controller.Move(move * Time.deltaTime * playerSpeed);

        // Changes the height position of the player..
        if (jumpAction.triggered && groundedPlayer)
        {
            playerVelocity.y += Mathf.Sqrt(jumpHeight * -3.0f * gravityValue);
        }

        playerVelocity.y += gravityValue * Time.deltaTime;
        controller.Move(playerVelocity * Time.deltaTime);

        // Rotate towards camera direction.
        Quaternion rotation = Quaternion.Euler(0, cameraTransform.eulerAngles.y, 0);
        transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
    }
}

Please Help!!!

Not really sure, as it looks correct. All except your problem with not naming target rotation properly:

// Rotate towards camera direction.
              /// targetRotation =
         Quaternion rotation = Quaternion.Euler(0, cameraTransform.eulerAngles.y, 0);
         transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);