Thanks for your reply !
I modified my code, and now every sprite render with my shader.
However, I was using glColor calls (for drawing some one-colored elements of the GUI, or for apply some transparency to my objects), and now everything is gone. Is there an alternative to glColor for that, or must I disable my shaders every time I draw something with glColor ? Here is two distinct examples on how I'm using this function :
glBegin(GL_QUADS);
glColor4f(color.r / 255f, color.g / 255f, color.b / 255f, color.a / 255f);
glVertex2f(x, y);
glVertex2f(x + width, y);
glVertex2f(x + width, y + height);
glVertex2f(x, y + height);
glEnd();
For this one I can simply call GL20.glUseProgram(0); before glBegin and GL20.glUseProgram(Shader.program); after glEnd, but the following is a little more complicated :
GL11.glColor4f(1f, 1f, 1f, 0.5f);
cursor.render(mouseX, mouseY);
GL11.glColor4f(1f, 1f, 1f, 1f);
Here, the cursor's sprite needs to be colorized, so I can't disable my shaders.
Here is a pic showing the bottom info bar and the entity selection background being gone, too :
