Radial UI Image is not aligned with mouse position?

I’m making a radial aim indicator on my UI canvas, and after taking pieces of various support threads and tutorials online, I finally got it to behave in the way I would like. However, its alignment with my mouse position is slightly off. I figure it has something to do with my math not lining up because I’ll admit, I’m in over my head with the math I put together to make this. I’ll show you a gif of the end result as well as the code (it’s all inside one script) and I would really appreciate if someone could point out the mistake I’ve made or the solution. The anchor in RectTransform in the Inspector is set to the centre.

5VSMYqo

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
public class UI_AimReticle : MonoBehaviour
{
    public Image aimRender;
    public Vector2 mouseInput;
    public float positionOffsetx = 150f;
    public float positionOffsety = 150f;
    public Vector2 _centre;
 
    void Awake()
    {
       // float aimHorizontal = Input.GetAxis("Third Axis");
        // float aimVertical = Input.GetAxis("Fourth Axis");
        _centre = Vector2.zero;
       
 
    }
 
    void FixedUpdate()
    {
        if (Input.GetMouseButton(1))
        {
            aimRender.color = new Color(1, 1, 1, 0.67f);
            mouseInput.x = Input.mousePosition.x - (Screen.width / 2f);
            mouseInput.y = Input.mousePosition.y - (Screen.height / 2f);
            mouseInput.Normalize();
            float angle = Mathf.Atan2(-mouseInput.y, mouseInput.x);
            // angle *= 180;
            angle += 90f;
            if (angle < 0)
            {
                angle += 360;
            }
            var x = Mathf.Sin(angle) * positionOffsetx;
            var y = Mathf.Cos(angle) * positionOffsety;
            RectTransform reticle = aimRender.GetComponent<RectTransform>();
            reticle.anchoredPosition = _centre + new Vector2(x, y);
        }
        else
        {
            aimRender.color = new Color(1, 1, 1, 0);
        }
   
 
        }
 
}