cameraGroup.position.x += (parallaxX - cameraGroup.position.x) * 0.1
    cameraGroup.position.y += (parallaxY - cameraGroup.position.y) * 0.1

e.g


/**
 * Animate
 */
const clock = new THREE.Clock();
let previousTime = 0;

const tick = () => {
  const elapsedTime = clock.getElapsedTime();
  const deltaTime = elapsedTime - previousTime;
  previousTime = elapsedTime;

  for (const mesh of sectionMeshes) {
    mesh.rotation.x += deltaTime * 0.1;
    mesh.rotation.y += deltaTime * 0.12;
  }

  // Animate camera
  camera.position.y = (-scrollY / sizes.height) * objectsDistance;

  const parallaxX = cursor.x;
  const parallaxY = cursor.y;

  cameraGroup.position.x +=
    (parallaxX - cameraGroup.position.x) * 5 * deltaTime;
  cameraGroup.position.y +=
    (parallaxY - cameraGroup.position.y) * 5 * deltaTime;

  // Render
  renderer.render(scene, camera);

  // Call tick again on the next frame
  window.requestAnimationFrame(tick);
};

tick();