Shader using normalized tex coord collides with blur shader

Hi everybody,
I have an fbo in wich I draw a vbo with enablePointSprites(), using a shader like the “point as texture” example one to vary the sizes of the particles. This shader uses normalized texture coordinates, so I use ofDisableArbTex().
Then I have this fbo drawn inside another fbo in which I have a blur shader which does not use normalized tex coords, so I have nothing rendered on my screen.
Here’s the code:

void ofApp::draw(){

    float blur = 0.5;

    ofDisableArbTex();
    
    //Draw the buffer
    fbo.begin();
    ofEnableAlphaBlending();
    
    float alpha = (1- history) * 255;
    ofSetColor(0,0,0,alpha);
    ofFill();
    ofRect(0,0,ofGetWidth(),ofGetHeight());
    
    ofDisableAlphaBlending();
    
    glDepthMask(GL_FALSE);
    
    camera.begin();
    camera.setGlobalPosition(receiver.camPos);
    camera.setOrientation(receiver.camOrientation);
    //camera.lookAt(ofVec3f(0,0,0));

    //microSystem----
    if(receiver.alpha2) {
        dotTexture.bind();
        shader.begin();
        shader.setUniform1f("alpha", receiver.alpha2);
        shader.setUniformTexture("tex", dotTexture, 0);
        ofPushMatrix();
         ofRotate(receiver.rotationAngle1,receiver.rotationAxes.x,receiver.rotationAxes.y,receiver.rotationAxes.z);
        microSystem.drawSystem();
        shader.end();
        ofPopMatrix();
    }

    camera.end();

    //Test data
    ofSetColor(255,255);
    string info = "fps: " + ofToString(ofGetFrameRate()) + "\nsystem 1: " + "\nsystem 2: " + ofToString(microSystem.num_particles_);
    ofDrawBitmapString(info, 20, 20);
    
    fbo.end();
    
    ofDisableAlphaBlending();
    
    //Blur
    ofSetColor(255);
    fboBlur1.begin();
    ofEnableArbTex();
    ofDisableNormalizedTexCoords();
    
    shaderBlurX.begin();
    shaderBlurX.setUniform1f("blurAmnt", blur);
    ofSetColor(255);
    fbo.draw(0,0);
    shaderBlurX.end();
    fboBlur1.end();
    
    ofSetColor(255);
    fboBlur2.begin();
    shaderBlurY.begin();
    shaderBlurY.setUniform1f("blurAmnt", blur);
    fboBlur1.draw(0,0);
    shaderBlurY.end();
    fboBlur2.end();
    
    //Draw the final fbo
     ofSetColor(255, 255, 255, 255);
 fboBlur2.draw(0,0);
  }

Thank you for any help!